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code.talks 23 - Procedural Generation at Runtime: From Basic to Complex by Example 

code.talks (ehem. Developer Conference)
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by: Ivan Notaroš
Procedural generation is the ability to create art from procedures. It has found an extremely broad use in game development, for creating worlds, characters, music, narratives.. While softwares like Houdini or Blender provide tools to create procedural content, sometimes it is required to create those procedures at runtime. Perhaps we want to create an endless road, a desert, or a an infinite amount of planet the players can land on. While on the other hand, the requirements are much simpler, we might just want a random name, or to place a few objects around the player that are different every time. I will guide the audience through the process of creating runtimes systems, just like those, from the very basics to showing advance use through solutions in my personal projects and collaborations.

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18 ноя 2023

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Комментарии : 3   
@KonstantinAlifanov
@KonstantinAlifanov 7 месяцев назад
Watching on work of procgen masters is addictive too)
@pfm57
@pfm57 5 месяцев назад
Great talk how you manage to make it all sound so simple and easy =) I want to play "InFinland" so bad. where can I find it?
@MiroslavGavrilovsPlace
@MiroslavGavrilovsPlace 8 месяцев назад
I've written a lot of code in my life after those, but those asteroid-spawning lines are still among my favs! Thanks for the great talk, and can't wait to see what the Generator spawns next!
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