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Groups > comp.programming > #5624

Re: Procedural Generation In Computer Games

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>

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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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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

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