A thread on on the beauty of procedurally generated maps
twitter.com
twitter.com
I suppose possibly it depends on where you perceive your audience to be and how you can most effectively reach them, but twitter certainly isn't optimal for my consumption.
I may have actually started to use it if it looked like that.
http://fabiensanglard.net/reverse_engineering_strike_command... http://fabiensanglard.net/reverse_engineering_strike_command...
http://blog.rabidgremlin.com/2015/01/14/procedural-content-g...
Admittedly, a few specks on a black background does not take a lot of generation!
> The maze for each level was established on the fly using a seed number fed into a rudimentary algorithm.
and, further,
> Each time the code is “cold started” the seed starts out at zero, but from there the room number is used as the next seed. This is fed through a very simple algorithm. It generates directions for the walls, which use s few bit-wise operations to add the pillars inside the rooms.
[1] https://hackaday.com/2013/07/21/how-the-mazes-were-generated...
It was their intention to generate the entire city including building interiors and game elements. 20-part blog series with broken images can be found here: http://introversion.co.uk/subversion
I learned only now that the generator was apparently distributed once with a Humble Bundle.
https://github.com/Computer-Graphics-And-Pretty-Pictures/Pro...
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