Wherein I explain what I’ve been doing with the PCG in GML series lately and give some insight into the behind the scenes task of making PCG.
Category: personal blog
Spaceslingers is at the lowest price yet!
In this entry, we learn about perturbing rooms to generate a dungeon layout!
In this entry we explore the fascinating world of pathfinding, culminating in a fully featured A* pathfinding algorithm that takes tile costs into account!
In this entry, we learn how a little bit of recursion can make some big waves with the flood fill algorithm.
In this entry, we learn how to use Bresenham’s line algorithm to connect two points quickly and efficiently.
In this entry, we dive into the fascinating world of map generation using Cellular Automata.
In the second entry in the series, we learn about the data structures we will be using in future procedural generation techniques.
This is the first entry in a series about creating procedurally generated content using GMS 2.3.
While I’ve been working on the Workshop update to Spaceslingers, I’ve been doing some procedural generation work on the side. Proc-gen is one of my favourite things to play around with, it’s always super cool to see what you can make the computer create. So, as is my wont, I’ve been making map generators. Contents […]