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Title
Patterns 0101
Language
English
Description (en)
In this paper we explore various facets of procedural content generation (PCG) in computer games, particularly focusing on the interplay between randomness and curation, the use of gradient noise, the concept of seeds, and advanced techniques like Wave Function Collapse (WFC). Further we discuss how PCG has evolved over time, influenced by both technical necessity and cultural innovation, we delve into the concept of order within noise, showcasing how rules and constraints can shape generated content to meet specific needs in game development. By examining these techniques, we offer insights into the potential and challenges of AI-aided game development and the future of PCG in the gaming industry.
Keywords (en)
Game Development Techniques
Keywords (en)
Techno-cultural Innovation
Keywords (en)
Computer Games
Keywords (en)
Wave Function Collapse (WFC)
Keywords (en)
Gradient Noise
Keywords (en)
Randomness and Curation
Keywords (en)
Procedural Content Generation (PCG)
DOI
Author of the digital object
Max  Resch  (University for Continuing Education Krems)
Michael  Perl
20.08.2024
Format
application/pdf
Size
2.1 MB
Licence Selected
CC BY-NC 4.0 International
Type of publication
Article
Name of Publication (en)
DAC - DIGITAL JOURNAL FOR ARTS & CULTURAL STUDIES
Name of Publication (de)
DAC - DIGITALES JOURNAL FÜR KUNST- & KULTURWISSENSCHAFTEN
Series Title
Variations on how to play
Volume
01
Publication Date
2024
Citable links
Restricted access
Details
Uploader
Object type
PDFDocument
Format
application/pdf
Created
20.08.2024 08:04:37
Versions
03.10.2024
Metadata
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