I have always been interested in procedural generation of game content, but had always been too scared of the maths to ever try it.
Then, with the dawn of Project Y4 (and the desire to shoehorn every trick in the damn book into a single Warcraft map), I finally indulged my desire to produce pseudo-random content and started work on a procedural maze mini-game.
After finishing that (or at least, the terrain production part of it), I maintained my interest in some of the procedural generation resources I had come across and looked a little further…
Continue reading “Blog 443: Procedural Generation Y4 (Take 2)”