Tuesday, May 10, 2011

Procedural generation for videogames

Question is simple: procedural generation can have as result a lesser work in videogame?
Sound a little criptyc, right? Imagine to have done a nice platformer with nice physics, but you don't have time to design many levels, so why not have someone procedurally generated?

I've found nice resource about this topic, listed here:
Just some notes, but everyone can starts from this ones, because they offer good examples :D

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