Procedual Content Generation
Procedual Content Generation (PCG) involves the creation of huge areas of a text-based world by creating a database of simple sentences, and distributing them semi-randomly across many locations. The content that goes into ten locations normally can be spaced thinly over a hundred instead.
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A look at the business of Procedual Content Generation to create areas - it often results in blandness, and you still have a lot of work to do. Maybe it is time to leverage more people to make your content - the players.
The Games Innovation Database is a repository of all original innovations in computer gaming. This article looks at Rogue, the first adventure game to ever use procedurally generated content, to create its levels, and why this worked so well.
A 90 minute long podcast between two of the greats of the procedural content paradigm: Will Wright and Brian Eno. The discussion crosses every aspect of content generation, with generative system basics, SimCity, emergent behaviours in music, DNA strands creating life, and the Sims. The talk culminates in a half-hour run through of the game Spore.
Procedural Content Generation - using semi-random parsing algorithms to add oodles of cojntent dynamically. Supposed to makje it really easy to create large interesting worlds - that claim is utter nonsense, but that does not mean PCG be useless, it's actually fairly handy...
This text offers an overview of the N-generation, the generation of children who in the year 2000 will be between the ages of two and 22. This group is a "tsunami" that could force changes in communications, retailing, branding, advertising, and education. The author contends that the N-generation are becoming so technologically proficient that they will "lap" their parents and leave them behind.
A look at how world design is moving forwards, propelled by gameworlds. The size of the virtual landscapes is rapidly climbing, and the cost of hand-making objects for all that space is unfeasable. We therefore have to look at other methods for content generation.
In Growing Up Digital, Don Tapscott revealed how the digital world created a generation that thought, played, and related to their world in a way radically different from that of their parents. In a fascinating follow-up to his seminal work, Grown Up Digital revisits the Net Generation as the eldest of its members turns 30, enters the workforce and marketplace, and establishes their roles as life-long learners and contributors to society.
A report from the BBC on the rise and rise, and rise of the [first] Internet generation, and at how social networking and virtual worlds are basically an integral part of life now, for many.
The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google
The Complete Guide to Simulations and Serious Games offers an encyclopedic overview and complete lexicon for those who care about the next generation of educational media. This is the essential reference for not only those directly involved in simulations and serious games, but also for researchers and writers, computer game designers, policy makers, and entrepreneurs.
Industry News containing the Term Procedual Content Generation:
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NEC Develops Video Content Identification Technology that Detects Illegal Copies in a Matter of Seconds
NEC Corporation announced today the development of a video content identification technology that detects illegal copies of video content uploaded to the Internet in a matter of seconds.
This technology generates a fingerprin...
The BBC is giving web developers and designers outside of the organisation access to its content so that they can "create cool new things".
"We want to promote innovation and creativity on the net by opening access to some...
The digitial world has been gearing up for a revolution for a couple of years now, a revolution called HD. High-definition is already hugely popular in Japan and the US.
According to analysts, it is set to do for images what ...
The Digital Entertainment Content Ecosystem (DECE) are planning to develop a standard that will let consumers buy movies and other digital content once and play them almost anywhere, on any type of device, without the onerous restrictions t...
2-4 October, 2006 - 195 Piccadilly
GDC London will focus exclusively on advanced techniques in game development, with a special focus on the UK. The event will build on the 2006 GDC theme of "Wha...