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Gao, Pu , and Nicholas Wormald. 2018. “Uniform Generation Of Random Graphs With Power-Law Degree Sequences”. In Proceedings Of The Twenty-Ninth Annual Acm-Siam Symposium On Discrete Algorithms, ...
Arman, Andrii , Pu Gao, and Nicholas Wormald. 2019. “Fast Uniform Generation Of Random Graphs With Given Degree Sequences”. Arxiv Preprint Arxiv:1905.03446.
In fact one of the hardest parts of procedural generation is to avoid random objects put together that feel lifeless and not a part of the environment. Each object has its own ‘personality ...
Despite the random factor, however, Frontier CEO David Braben says the game itself should not feel completely randomised. “If it does feel random, then it is bad procedural generation,” he states.
With procedural content generation, you build data algorithmically rather than manually — think Minecraft worlds, replete with all the terrains and mobs you’d expect, but distributed di… ...
That’s where procedural generation came in. Spelunky’s world isn’t entirely random. Instead, the game uses a complex system to build floor plans out of a palette of elements.
Procedural texture generation and rendering encompass a range of algorithmic techniques designed to synthesise detailed, non-repetitive textures on virtual surfaces. By relying on mathematical ...