Procedural generation of game data has been something that has fascinated me for a very very long time. Although I didn’t realise it at the time, Elite on the Commodore 64 was my first exposure to this wonderful facet of computer science. The possibilities are endless with the random generation of content, but the true challenge is in making it all meaningful - no-one wants to see a universe of a billion “totally different” planets that have only tiny differences, and all feel mostly the same.
Starting My Journey In Procedural Generation
Getting started on what is likely to be a very long journey.