~/talk

Procedural Generation at Runtime: From Basic to Complex by Example

Talkat code.talks 2023 · 2023-09-14..09-15· [creative-coding, game-development]
links:none on file
slides:none on file

Shows runnable systems: a downloadable Library of Blabber that uses a Markov chain and string address seed hashing so every book at coordinate X,Y reads identically, a 10-hour prototype Norman Skye that tiles sectors with Simplex noise and pockets of emptiness, and an In Finland rally that builds an infinite road network from a perturbed grid + Voronoi tweaks. Describes performance tricks like origin shifting, GPU plant placement, hairpin generation for steep roads, and where procedural limits became boring or costly.

AI-written summary · about

  1. 0:00Introduction to journey
  2. 1:04Transition to game dev
  3. 2:09First procedural steps
  4. 3:56Early text generators
  5. 6:01Library of Babel project
  6. 14:48No Man's Sky demake
  7. 17:25Thought of Train project
  8. 19:37In Finland rally game
  9. 28:05Procedural houses and data
  10. 30:18Endless airport project
  11. 32:55Conclusion and takeaways
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