Timeline for How do "procedural" and "random" generation differ?
Current License: CC BY-SA 3.0
13 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Nov 16, 2014 at 0:17 | comment | added | Anko | @hobblygobbly Cool! I edited to highlight the most important parts. You can see previous versions in the revision history and can of course edit further. :) | |
Nov 16, 2014 at 0:10 | history | edited | Anko | CC BY-SA 3.0 |
Condensed and clarified by rearranging and removing duplication or unnecessary detail. Split sections with horizontal rules. Clearer title and a relevant tag.
|
Nov 14, 2014 at 17:43 | comment | added | hobblygobbly | @Anko I wouldn't mind any editing, sometimes I struggle to be coherent in keeping something short/simple. Any modifications can be made for archival purposes for others that may stumble upon it. The entire example can be removed if deemed fit (if you have the ability to do so). Otherwise I will do it. | |
Nov 12, 2014 at 13:07 | comment | added | Anko | This is a good question, but it could be an order of magnitude shorter. The example seems unnecessarily detailed. Would you mind some aggressively-pruning edits? | |
Nov 11, 2014 at 7:42 | vote | accept | hobblygobbly | ||
Nov 10, 2014 at 23:57 | comment | added | AturSams | While procedural generation doesn't have to be random, I haven't heard of any game that boasts procedural generation and isn't using some kind of function to get predictable or unpredictable noise. | |
Nov 10, 2014 at 23:39 | history | tweeted | twitter.com/#!/StackGameDev/status/531954419588296704 | ||
Nov 10, 2014 at 22:12 | answer | added | Alejandro Piad | timeline score: 8 | |
Nov 10, 2014 at 19:26 | history | edited | hobblygobbly | CC BY-SA 3.0 |
deleted 148 characters in body
|
Nov 10, 2014 at 19:15 | comment | added | david van brink | Sounds like just nomenclature... random generation is procedural. Not all procedural generation uses randomness. Like Philipp alludes. | |
Nov 10, 2014 at 19:06 | comment | added | Philipp | A procedural content generation algorithm doesn't necessarily need to include randomness. You can have a completely deterministic procedural algorithm which always generates the same output. This technique can be used to reduce the size of the assets you need to ship with your game. | |
Nov 10, 2014 at 19:03 | review | First posts | |||
Nov 10, 2014 at 21:03 | |||||
Nov 10, 2014 at 19:02 | history | asked | hobblygobbly | CC BY-SA 3.0 |