Groups | Search | Server Info | Keyboard shortcuts | Login | Register [http] [https] [nntp] [nntps]
Groups > comp.programming > #5624
| Newsgroups | comp.programming |
|---|---|
| Date | 2015-08-12 14:02 -0700 |
| References | <8413b7c5-0512-4ad4-9735-7e554a5e4860@googlegroups.com> <f877973b-9423-409f-8eef-085f298f7bde@googlegroups.com> |
| Message-ID | <cdcb1911-5252-4caa-9c4c-e4d06fff6549@googlegroups.com> (permalink) |
| Subject | Re: Procedural Generation In Computer Games |
| From | fir <profesor.fir@gmail.com> |
W dniu środa, 12 sierpnia 2015 09:07:13 UTC+2 użytkownik fir napisał: > W dniu piątek, 7 sierpnia 2015 18:57:56 UTC+2 użytkownik brian...@yahoo.com napisał: > > I know computer games that use procedural generation to generate the game world, like Minecraft, use a seed to determine the layout of the game world. What determines how many areas there are in each game world that gets procedurally generated? > > what? programmer determines that - he can read gemetries from file of hardcode it in code i like code generated worlds but some people say that it is hard to obtain more classic looking worlds in the form of procedural generations (probably not quite true, mixed approach should be fine imo)
Back to comp.programming | Previous | Next — Previous in thread | Find similar | Unroll thread
Procedural Generation In Computer Games briansipler@yahoo.com - 2015-08-07 09:57 -0700
Re: Procedural Generation In Computer Games fir <profesor.fir@gmail.com> - 2015-08-12 00:07 -0700
Re: Procedural Generation In Computer Games fir <profesor.fir@gmail.com> - 2015-08-12 14:02 -0700
csiph-web