Examples of using Procedural generation in English and their translations into Ukrainian
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Procedural generation history.
Other tabletop RPGs borrowed similar concepts in procedural generation for various world elements.[5].
Random/procedural generation of puzzle-platform levels.
This tool uses a combination of designed elements and procedural generation to assemble those elements for a given planet.
Procedural generation is a branch of media synthesis.
For example, the Borderlands series is based on its procedural generation system which can create over a million unique guns and other equipment.[12].
Procedural generation is also used in space exploration and trading games.
PRNGs are central in applications such as simulations(e.g. for the Monte Carlo method),electronic games(e.g. for procedural generation), and cryptography.
One example of procedural generation, here used to generate realistic looking tree models.
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.
Avalanche Studios employed procedural generation to create a large and varied group of detailed tropical islands for Just Cause.
When Ana dies, she will have to start from the beginning of the level and lose most of her items,though the level would also rearrange itself through procedural generation to present new challenges and paths.
As in video games, procedural generation is often used in film to create visually interesting and accurate spaces rapidly.
This often leads to loot having ararity quality applied to reflect when the procedural generation system has produced an item with better-than-average attributes.
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.
Prior to graphically oriented video games, roguelike games, a genre directly inspired by Dungeons& Dragons adopted for solitaire play,heavily utilized procedural generation in the same manner that tabletop systems had done.
Naked Sky's RoboBlitz used procedural generation to maximize content in a less than 50 MB downloadable file for Xbox Live Arcade.
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.
While software developers have applied procedural generation techniques for years, few products have employed this approach extensively.
SpaceEngine(stylized as"Space Engine") is a 3D astronomy program[2] and game engine developed by Russian astronomer and programmer Vladimir Romanyuk.[3] It creates a three-dimensional planetarium representing the entire universe from a combination of real astronomical data andscientifically-accurate procedural generation algorithms.
Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.
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.
Though modern computer games do not have the same memory and hardware restrictionsthat 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.[9][10].
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.
The proclaimed goal of SpaceEngine is scientific realism, and to reproduce every type of known astronomical phenomenon.[6]It uses star catalogs along with procedural generation to create a cubical universe 10 billion parsecs(32.6 billion light-years) on each side, centered on the Solar System barycenter.
The Future Of Content- Will Wright keynote on Spore& procedural generation at the Game Developers Conference 2005 Procedural Content Generation Wiki- a community dedicated to documenting, analyzing, and discussing all forms of procedural content generation. .
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.
They dropped this approach, and instead worked the procedural generation aspects into the game's downloadable content"Mooncrash", which takes place outside the main game's campaign.
CityEngine(Procedural Inc) is a 3D modeling application specialized in the generation of three dimensional urban environments.
It's possible, for example, to name the result using CREATE[RECURSIVE] VIEW.[15] Using a CTE inside an INSERT INTO, one can populate atable with data generated from a recursive query; random data generation is possible using this technique without using any procedural statements.[16].