Graphics · course
Procedural worlds
12 lessons
This course is still being written: 3 of 12 lessons are ready.
1Randomness: seeds, distributions and fairnessLesson · coreWhere a computer gets its random numbers, why one seed gives the same world every time, how uniform randomness differs from a bell curve, and why fair random feels unfair to the player.2Scattering by rulesLesson · coreHow a computer plants hectares: points on a surface, density maps, filters by slope and height, scatter without overlaps, the seed of randomness, recomputing after edits, generation around the player. PCG in Unreal and how other tools do the same; what rules cannot do and where an artist’s hand is needed.3Epic’s PCG samples: assemblies, flat ground and biomesBreakdownWhat to learn from Epic’s free PCG examples that open in Unreal Engine: hand-built assemblies turned into points and varied by rules, point hierarchies, the Flat Area Detector that keeps flat assets off bumps, and the Biome Core plugin, a biome tool made of graphs.