Goal: To provide a comprehensive understanding of procedural generation in games, including
An introduction to procedural generation
An introduction to procedural generation
Types of Procedural Generation
Algorithms for procedural generation
Various algorithms are used for different types of generation: Perlin/Simplex noise for landscapes, cellular automata for caves, random walk for dungeons, L-systems for plants, Voronoi diagrams for regions, wave function collapse for structures.
Landscape and Terrain Generation
Landscape generation creates terrain, mountains, valleys, rivers, biomes. It uses noise functions for heights, erosion simulation for realism, biome generation for diversity, height-and-slope based texturing.
Generation of dungeons and levels
Frequently asked questions
Test generation thoroughly?
Test generation thoroughly
Ensure content quality?
Ensure content quality
Optimize performance?
Optimize performance
Allow users to customize?
Allow users to customize
▶ Try it live
Everything above runs in your browser — open Hash Function Avalanche Visualizer and change the parameters while it is running. Nothing is installed, nothing is uploaded, the whole model lives in one tab.