~/talk

Procedural Generation: Fun = Feasability + Fairness + Interestingness

Talkat GCAP 2016 · 2016-11-01..11-02· [game-development, creative-coding]
name:Ian Lewis
links:none on file
slides:none on file

Procedural generation is built as a design tool: Party Golf’s system (prototype in 12–48 hours) uses Unity/C#, cellular automata smoothed with Perlin-like noise, and marching squares to emit meshes and colliders; a custom pre-fill step preserves tee-and-hole flats. Feasibility is checked by simulated AI shots but impossible-but-interesting levels are intentionally kept; fairness uses proximate tee placement plus rubber-banding; interestingness comes from 300 editable parameters, cave generation, and trials — the system ships and scales, with many fun edge cases left in.

AI-written summary · about

  1. 0:00Introduction
  2. 3:12Party Golf overview
  3. 5:59Procedural generation history
  4. 7:24Desert Golfing generation
  5. 10:50Early Party Golf generation
  6. 15:28Balancing fairness
  7. 17:17Addressing interestingness and variety in levels
  8. 18:01Cave generation system
  9. 20:09Cave grid smoothing
  10. 25:05Connecting cave regions
  11. 26:35Cave grids to meshes
  12. 29:44Custom mesh generation
  13. 31:53Platform placement
  14. 34:53Edge cases handling
  15. 37:26Marching Squares terrain
  16. 40:15Tees and holes placement
  17. 42:41Distance fields for AI
  18. 45:13Ensuring feasibility
  19. 47:00Challenging yet possible levels
  20. 48:46Multiplayer fairness
  21. 49:28Player customization
  22. 50:54Trials mode caves
  23. 51:35Q&A
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