ニュース

Procedural generation has been in vogue recently, thanks to titles like Minecraft and Starfield, but few know it was also used in the earliest games.
Spelunky used procedural generation to improve replayability and compete with big budget games. Now Spelunky 2 will try to do it better. Let's look back on how Spelunky came to be, and how it ...
Klei explains how the difficulty of the procedural generated levels in Invisible, Inc. (formerly Incognita) have been a sticking point for those playing the alpha, and how they're addressing that ...
As part of a study to improve procedural level generation in games, three researchers have trained an artificial intelligence to make playable maps for classic Doom. We’re pretty sure this is ...
This tech is essentially a procedural generation plugin for the Unreal and Unity game engines which allows developers to interactively and visually create "detailed and expansive" 3D worlds.
Not only that, but according to the paper this procedural generation method also includes attempts at predicting player paths and ensuring playability, so an "impossible level" can't truly be created.
Procedural content generation (PCG) represents an innovative approach to the creation of video game elements through algorithmic processes. This methodology has evolved from early rule‐based ...
To summarize, the leak suggests that procedural generation is likely to be in some form, and the engine is undergoing a significant overhaul. GTA 6 is likely to be significantly different from its ...