Search results
Results from the WOW.Com Content Network
Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain. These typically use a form of height mapping and use of Perlin noise. This will create a grid that with one point in a 2D ...
Novel texture layering system that allows different shading methods, variable resolutions and images per terrain zones. Creation of images based on brushes or procedural generation based on slope, direction, altitude, external shape files and erosion flowmaps. Transforming objects in Grome editor using 3D gizmos,
Other games procedurally generate other aspects of gameplay, such as the weapons in Borderlands which have randomized stats and configurations. [3] This is a list of video games that use procedural generation as a core aspect of gameplay. Games that use procedural generation solely during development as part of asset creation are not included.
Using procedural generation in games had origins in the tabletop role playing game (RPG) venue. [4] The leading tabletop system, Advanced Dungeons & Dragons, provided ways for the "dungeon master" to generate dungeons and terrain using random die rolls, expanded in later editions with complex branching procedural tables.
Procedural modeling is an umbrella term for a number of techniques in computer graphics to create 3D models and textures from sets of rules that may be easily changed over time. [1] L-Systems , fractals , and generative modeling are procedural modeling techniques since they apply algorithms for producing scenes. [ 2 ]
A virtual landscape generated using Perlin noise. Perlin noise is a procedural texture primitive, a type of gradient noise used by visual effects artists to increase the appearance of realism in computer graphics. The function has a pseudo-random appearance, yet all of its visual details are the same size. This property allows it to be readily ...
Low poly graphics emerged around late 2013 as a specific style when content creators began to redefine the difference between high-poly and low-poly. Instead of using a low number of polygons as a necessity, creators like Timothy J. Reynolds recognized how the usage of fewer polygons sharpens the focus on essential artistic elements like form ...
Pages in category "Video games using procedural generation" The following 200 pages are in this category, out of approximately 290 total. This list may not reflect recent changes .