In computing, procedural generation (sometimes shortened as proc-gen) is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay. Procedural generation is a branch of media synthesis.

While software developers have applied procedural generation techniques for years, few products have employed this approach extensively. Procedurally generated elements have appeared in earlier video games: The Elder Scrolls II: Daggerfall takes place in a mostly procedurally generated world, giving a world roughly two thirds the actual size of the British Isles. Soldier of Fortune from Raven Software uses simple routines to detail enemy models, while its sequel featured a randomly generated level mode. Avalanche Studios employed procedural generation to create a large and varied group of detailed tropical islands for Just Cause. No Man's Sky, a game developed by games studio Hello Games, is all based upon procedurally generated elements.


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Particularly in the application of procedural generation with video games, which are intended to be highly replayable, there are concerns that procedural systems can generate infinite numbers of worlds to explore, but without sufficient human guidance and rules to guide these. The result has been called "procedural oatmeal", a term coined by writer Kate Compton, in that while it is possible to mathematically generate thousands of bowls of oatmeal with procedural generation, they will be perceived to be the same by the user, and lack the notion of perceived uniqueness that a procedural system should aim for.[3]

Using procedural generation in games had origins in the tabletop role playing game (RPG) venue.[4] The leading tabletop system, Advanced Dungeons & Dragons, provided ways for the "dungeon master" to generate dungeons and terrain using random die rolls, expanded in later editions with complex branching procedural tables. Strategic Simulations under license from TSR released the Dungeon Master's Assistant, a computer program that generated dungeons based on these published tables. Tunnels & Trolls, published by Flying Buffalo,[5] was designed primarily around solitary play and used similar procedural generation for its dungeons. Other tabletop RPGs borrowed similar concepts in procedural generation for various world elements.[6]

Prior to graphically oriented video games, roguelike games, a genre directly inspired by Dungeons & Dragons adopted for solitaire play, heavily utilized procedural generation to randomly produce dungeons, in the same manner that tabletop systems had done. Such early games include Beneath Apple Manor (1978) and the genre's namesake, Rogue (1980). The procedural generation system in roguelikes would create dungeons in ASCII- or regular tile-based systems and define rooms, hallways, monsters, and treasure to challenge the player. Roguelikes, and games based on the roguelike concepts, allow the development of complex gameplay without having to spend excessive time in creating a game's world.[7]

Though modern computer games do not have the same memory and hardware restrictions that earlier games had, the use of procedural generation is frequently employed to create randomized games, maps, levels, characters, or other facets that are unique on each playthrough.[11][12]

Naked Sky's RoboBlitz used procedural generation to maximize content in a less than 50 MB downloadable file for Xbox Live Arcade. Will Wright's Spore also makes use of procedural synthesis.

Procedural generation is often used in loot systems of quest-driven games, such as action role-playing games and massive multiplayer online role playing games. Though quests may feature fixed rewards, other loot, such as weapons and armor, may be generated for the player based on the player-character's level, the quest's level, their performance in the quest, and other random factors. This often leads to loot having a rarity quality applied to reflect when the procedural generation system has produced an item with better-than-average attributes. For example, the Borderlands series is based on its procedural generation system which can create over a million unique guns and other equipment.[14]

Many open world or survival games procedurally create a game world from a random seed or one provided by the player, so that each playthrough is different. These generation systems create numerous pixel- or voxel-based biomes with distribution of resources, objects, and creatures. The player frequently has the ability to adjust some of the generation parameters, such as specifying the amount of water coverage in a world. Examples of such games include Dwarf Fortress and Minecraft.

Procedural generation is also used in space exploration and trading games. Elite: Dangerous, through using the 400 billion known stars of the Milky Way Galaxy as its world basis, uses procedural generation to simulate the planets in these solar systems. Similarly, Star Citizen uses the technology to create seamlessly loaded planets among its hand-crafted universe. I-Novae Infinity features a plethora of planets which are procedurally generated between which the player can travel via space ships. Outerra Anteworld is a video game in development that uses procedural generation and real world data to create a virtual replica of planet Earth in true scale.

No Man's Sky, by using procedural generation, is the largest video game in history, featuring a universe of 18 quintillion full-sized planets across entire galaxies, and these galaxies can be explored in flight inch-by-inch, or on foot after a landing. The planets all have their own uniquely diverse terrain, weather, flora, and fauna, as well as a number of space-faring alien species. The same content exists at the same places for all players (thanks to a single random seed number to their deterministic engine), which enables players to meet and share discoveries.[15][16][17]

Procedural generation has a broader application; it is a solution to many problems. It can take many different forms, and there are many different algorithms that have been written to accomplish many scenarios. The purpose of this analysis was to choose four common and interesting procedural generation algorithm archetypes, analyze each of them in the same way, and then demonstrate a practical application for each of them. Procedural generation techniques are some of the more convoluted programming techniques in existence; therefore, extra emphasis is placed on writing, demonstrating, and applying each algorithm.

ArcGIS CityEngine is advanced 3D modeling software for creating massive, interactive, and immersive urban environments in less time than with traditional modeling techniques. The cities you create using ArcGIS CityEngine can be based on real-world geographic information system (GIS) data or showcase a fictional city of the past, present, or future. Bring the powerful procedural city generation of ArcGIS CityEngine into your favorite tools for urban design using its many integrations.

The concept of 3D procedural generation has evolved over decades, with early examples dating back to the 1960s and 1970s. It gained prominence in video games through titles like Rogue and became widely recognized with the release of Minecraft and No Man's Sky. In recent years, procedural generation has continued to advance, becoming an integral part of creating dynamic and diverse content in various digital media and software applications.Ā 


Procedural generation is a vital tool for VFX pros tasked with bringing fantastical visions to life and the big or small screen. In the film and TV industry, procedural techniques are applied primarily in visual effects, where they assist in generating realistic simulations of natural phenomena like combustion, snow or particles, crowd behavior, and virtual environments.


Procedural generation can create vast amounts of content quickly and efficiently, reducing the need for manual design and content creation. This is particularly valuable for quickly generating custom visual effects or environments.

Procedural generation is primarily based on algorithms and predefined rules to create content systematically, but it can also incorporate AI techniques to enhance its capabilities. AI can be used for pattern recognition, adaptability to user interactions, creating entities with complex behaviors, improving content quality, generating narratives, and validating generated content. This combination of procedural generation and AI allows more sophisticated and dynamic content creation in various applications, including video games and simulations, by adding learning, adaptability, complexity, and quality control to the generated content.

A classic example of procedural generation is the creation of terrain in video games. Terrain-generation algorithms create realistic or fictional landscapes\u2014such as mountains, valleys, and plains\u2014using procedural techniques. Games such as Minecraft and No Man\u2019s Sky use procedural terrain generation to create vast, diverse worlds where each playthrough results in a unique landscape. This provides a sense of exploration and discovery and efficiently generates expansive game worlds without the need for manual design.\r\n"}]},{"@type":"Question","name":"What is the difference between procedural generation and random generation?","acceptedAnswer":[{"@type":"Answer","text":"Procedural generation is an algorithmic approach that systematically generates content based on predefined rules and parameters, allowing controlled variability and purposeful design. It\u2019s repeatable and provides structure to content creation. In contrast, random generation relies solely on chance, introducing unpredictability and uncontrolled variability into the content. It is nonrepeatable, creating different outcomes each time. The choice between procedural and random generation depends on the need for structured, designed content (procedural) or purely random, unpredictable outcomes (random).\r\n"}]},{"@type":"Question","name":"Does procedural generation use artificial intelligence (AI)?","acceptedAnswer":[{"@type":"Answer","text":"Procedural generation is primarily based on algorithms and predefined rules to create content systematically, but it can also incorporate AI techniques to enhance its capabilities. AI can be used for pattern recognition, adaptability to user interactions, creating entities with complex behaviors, improving content quality, generating narratives, and validating generated content. This combination of procedural generation and AI allows more sophisticated and dynamic content creation in various applications, including video games and simulations, by adding learning, adaptability, complexity, and quality control to the generated content.\r\n"}]},{"@type":"Question","name":"Is procedural generation an algorithm?","acceptedAnswer":[{"@type":"Answer","text":"Procedural generation is not a single algorithm but a general approach to content creation. It involves using algorithms, mathematical formulas, and predefined rules to generate content systematically. The specific algorithms and techniques used in procedural generation vary depending on the type of content being created, whether it\u2019s terrain, textures, patterns, structures, or more. Procedural generation is a versatile and powerful concept used in fields such as game development, art, and simulation, enabling efficient, dynamic content creation through algorithmic processes.\r\n"}]}],"@type":"FAQPage","@context":" "} Autodesk Company overview Careers Investor relations Autodesk Trust Center Newsroom Diversity and belongingĀ  Autodesk Foundation Sustainability Contact us Students and educators Affiliate program Autodesk Research Autodesk Insights How to buy be457b7860

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