matarua:

via // dvint1:
This is the same technique that the game The Sentinel  used to generate 10,000 Solid Rendered 3D levels on the Spectrum 48k in 1986.

spime:

Subversion: a procedurally-generated city to infiltrate uses a programming technique where pseudorandom number generators are fed into an algorithm, and that then cranks out a near-infinite amount of content. Streets, lamp-posts, rooms, buildings, and anything else that a city needs can be assembled in a relatively short space of time just from a string of numbers.

(via quietbabylon)
Another title called .kkrieger used  procedural generation for almost its entire mechanics. By coding an  algorithm that can design textures, level layouts, models, animations  and sound, it managed to fit an entire first-person shooter videogame  into just 96kb — about 1/70 of the size of an MP3.


Weird, *just last night* I was thinking how awesome it would be to see a port of Sentinel for the iPad. I played mine on a BBC though. It was tee you double eff.

matarua:

via // dvint1:

This is the same technique that the game The Sentinel  used to generate 10,000 Solid Rendered 3D levels on the Spectrum 48k in 1986.

spime:

Subversion: a procedurally-generated city to infiltrate uses a programming technique where pseudorandom number generators are fed into an algorithm, and that then cranks out a near-infinite amount of content. Streets, lamp-posts, rooms, buildings, and anything else that a city needs can be assembled in a relatively short space of time just from a string of numbers.

(via quietbabylon)

Another title called .kkrieger used procedural generation for almost its entire mechanics. By coding an algorithm that can design textures, level layouts, models, animations and sound, it managed to fit an entire first-person shooter videogame into just 96kb — about 1/70 of the size of an MP3.

Weird, *just last night* I was thinking how awesome it would be to see a port of Sentinel for the iPad. I played mine on a BBC though. It was tee you double eff.

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