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Procedural Generation In Computer Games

Started bybriansipler@yahoo.com
First post2015-08-07 09:57 -0700
Last post2015-08-12 14:02 -0700
Articles 3 — 2 participants

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  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

#5598 — Procedural Generation In Computer Games

Frombriansipler@yahoo.com
Date2015-08-07 09:57 -0700
SubjectProcedural Generation In Computer Games
Message-ID<8413b7c5-0512-4ad4-9735-7e554a5e4860@googlegroups.com>
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?

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#5622

Fromfir <profesor.fir@gmail.com>
Date2015-08-12 00:07 -0700
Message-ID<f877973b-9423-409f-8eef-085f298f7bde@googlegroups.com>
In reply to#5598
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?

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#5624

Fromfir <profesor.fir@gmail.com>
Date2015-08-12 14:02 -0700
Message-ID<cdcb1911-5252-4caa-9c4c-e4d06fff6549@googlegroups.com>
In reply to#5622
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)

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