| ▲ | ralusek 2 hours ago | |||||||||||||
One of the most interesting talks on the math behind procedural generation: https://www.youtube.com/watch?v=C9RyEiEzMiU That presentation was foundational for me personally wrt quite a few things. | ||||||||||||||
| ▲ | 21asdffdsa12 2 hours ago | parent | next [-] | |||||||||||||
If you add civilizations and intelligence to procedural generation- you get really fast into foundation prime radiant territory- where you generalize from huts to radioactive ruins or substrate (matrices) - the rise and fall of civilization from first principles. To put that into deterministic math- is fascinating - but then to add the players input and have the fate diverge.. As in deterministic circumstances + a historic noise + a formula for civilizational fungi. Basically a recursive scenario-tree- with branches for capabilities- and regressions as loops to previous iterrations. The noise function is the index and the dice - and the tree modifies its branches depending on the iterration. You gain a panopticon- your chance of accidental nuclear war wither- the loop back to savagery reduces in likelihood. And so on and so forth. | ||||||||||||||
| ▲ | Retric 2 hours ago | parent | prev [-] | |||||||||||||
The issue with procedural generation isn’t how to do it, the issue is how to keep it from being boring. | ||||||||||||||
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