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Procedural generation doesn't have to be the generation of random content purely from algorithms alone. It can just be tools to automate artist work by allowing
by Negitivefrags 14y ago
Procedural generation doesn't have to be the generation of random content purely from algorithms alone. It can just be tools to automate artist work by allowing them to specify what content should be at a higher level.
For example, the artist specifies that he wants a road going one way, a river crossing it and a cliff that runs along one side and the terrain generator creates the level.
I have a video of this process here. The input is a graph specified by the artist as well as a bunch of other metadata that he specifies in text files: http://www.youtube.com/watch?v=3PRsHyyFoaM http://www.youtube.com/watch?v=3PRsHyyFoaM
I have done a talk on the terrain generator as well which you can see here if you like: http://www.youtube.com/watch?v=GcM9Ynfzll0 http://www.youtube.com/watch?v=GcM9Ynfzll0
- mark_l_watson 14y ago+1 yours is the best comment I have read so far. Higher level tools really do speed up content creation. It was a long time ago, but when I worked at Angel Studios, we put a huge effort into infrastructure tools. A high level scripting language driven generator with good fix-up editing capabilities sounds good. All that said, I would imagine that large entertainment companies have great smart creation/editing tools, but they are probably kept under wraps.
- muraiki 14y agoI just started playing PoE, and one of the first things that stood out to me was the level generation. You guys have done a great job at creating interesting environments that aren't repetitive!