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ProcGen can be used in different ways for lots of different reasons. Because of this, and to know what we are referring to, classification systems can be adopted to characterize these different types of use.
ProcGen can be used in different ways for lots of different reasons. Because of this, and to know what we are referring to, classification systems can be adopted to characterize these different types of use. In this “Many faces of Procedural Generation” series, I’ll show you some ways you can classify ProcGen.
In this post, I will outline the ProcGen classification system I use to describe when the ProcGen content is generated.
Design-time generation: When you generate the content beforehand and include the result in the game being developed. You may change anything that needs tweeking, giving you more artistic freedom. This method is used in some open world games, like for instance Ubisoft’s “Assassin’s Creed: Unity” to create their city blocks and other specific environments. Check out this video from 5:05 on this:
Load-time generation: When content is generated before the game, level or sub-level is played. Very popular with roguelike games like “Dungeons of Dredmor”.
Real-time generation: When content is generated while the game, level or sub-level is played. Very popular among infinite runners such as “Temple Run”. Also used in “No Man’s Sky” to create their massive open world.
I’m not sure how many parts these series will have but I’ll post part 2 soon! Hope you liked it and feel free to let me know what you guys think! :)
Originally from procgen.wordpress.com
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