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Platzhalter Grafiken in beliebigen Auflösungen
Welcome to the Procedural Content Generation Wiki
The PCG Wiki is a central knowledge-base for everything related to Procedural Content Generation, as well as a detailed directory of games using Procedural Content Generation.
What is Procedural Content Generation?
Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces. This wiki uses the term procedural content generation as opposed to procedural generation: the wikipedia definition of procedural generation includes using dynamic as opposed to precomputed light maps, and procedurally generated textures, which while procedural in scope, do not affect game play in a meaningful way. The concept of randomness is also key: procedural content generation should ensure that from a few parameters, a large number of possible types of content can be generated.
I explore visual and interactive ways of explaining math and computer algorithms, especially those used in computer games. Whereas many MOOCs are exploring a classroom style of learning with videos and assignments, I’m instead exploring an on-demand style of learning single topics with text, hypertext, and interactive diagrams. I want to learn by playing with things. Recent projects:
I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure. What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc. I generated maps with polygons, then rasterized them into tile maps that looked like this:
Fantasy
2D
pixel
platform
side view
Sprite
knight
bat
mountain
parallax
tiling
moon
moonlight
reflection
light
dark
column
chandelier
wall
spikes
Assets for a castlevania-like platformer I mocked up quite some time ago. Stiff and kinda crappy animation on the main character. Includes tiles, two parallax backgrounds, a main character, and a really badly-done bat. Colors on the exterior environment could use some love, but that was one of a whole bunch of things I didn't have the time to address.
Two screenshots showing what you can do with it.
girl
Pixel Art
Kids
Modern
Sprite