Anyone who has delved into procedural generation, or procgen, for land creation knows there are a variety of methods and algorithms out there to accomplish the task. Each of these algorithms have their own strengths and weaknesses, which may or may not be acceptable to any given developer for any given project. Allow me a […]
Month: April 2017
Omega Connection: Just Like Pong But With Wombats
As a video game developer, you inevitably must tell people about the game(s) you are creating. Usually, it starts with friends and family, followed by coworkers (if you have a day job), and eventually you must explain to your stakeholders: investors, artists, musicians, voice actors, media and your potential user base. Often detailing a game is straightforward and […]
Why You Should Care About ProcGen
Procedural generation, or procgen, is a slightly fancy way of saying “a computer made this.” While a more accurate name might be Procedural Content Generation, it is, regardless of the title, a field of artificial intelligence used for creating anything from music, to artwork, to video game content. Unfortunately, this is not a blog about artificial […]