The Plastic Brain

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Maths FTW! So useful when it comes to creating gaming environments. Favourite quote: “maths lets us do what our budget does not”

Via prostheticknowledge:

The British Countryside Generator 

Indie gaming level creator using procedural methods – “In short: maths lets us do what our budget does not.”

The British Countryside Generator, as we’re calling it, is our procedural world engine for Sir You are Being Hunted. It’s plugged into Unity, which we are using as our overall development toolbox. It’s still a work in progress, but already delivers much of what we want for our game world, without us having to hand-place environmental features, as you might in traditional level editing. You can see some examples of the environments produced by our system here and here.

There are a few main reasons that we chose to use procedural generation over less code-based approaches. The most important one, of course, is that as a small independent developer we could never afford the resources, production time, or team size to produce the large, explorable game worlds that we all love at Big Robot. Procedural content generation allows us to use sneaky maths and coding to overcome many of those issues and stay closer to the open world style vision that we are aiming for. Another reason for using procedural techniques is that it gives us the ability to generate a huge number of environments that will be unique to each player and really increase the levels of replayability and emergence in the game.

More Here

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Author: Rogan Tinsley

Biology, science and maths teacher with a PhD in Neuroscience and passion for education.

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