Knowledge/Domain
Rendering, generation, and play.
12 notes, plus everything one link away
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Pseudorandom generation from an explicit seed, so any output is reproducible.
Graphics & Games·13 connections
Creating content algorithmically rather than authoring it by hand.
Graphics & Games·12 connections
A small program run on the graphics processor for every vertex or every pixel.
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Games·11 connections
A volumetric pixel — a value on a regular three-dimensional grid.
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
Graphics & Games·10 connections
Computer opponents built to be interesting to play against rather than optimal.
A rewriting grammar that generates branching structures by repeated substitution.
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
An interface rendered as text in a terminal, and the design conventions that make command-line tools humane.
A card-game family in which players contest a series of small rounds, and a source of unusually clean rule systems.
Graphics & Games·9 connections
Converting geometry into pixels — the dominant real-time rendering approach.
Graphics & Games·6 connections