What are some common procedural generation techniques used in game development?
Common techniques include Perlin noise, fractals, L-systems, and cellular automata. Each has unique applications.
Can you explain how Perlin noise works?
Perlin noise is a gradient noise function that creates smooth, continuous random values, often used for terrain generation.
What are L-systems and how are they applied?
L-systems are a mathematical way to model plant growth and can be used to generate complex organic structures in games.
Are there any tools or libraries for procedural generation?
Yes, tools like Unity's Procedural Toolkit and libraries like libnoise can help implement procedural generation in projects.
How do I choose the right technique for my game?
Consider the game's style, the type of content you need, and the performance implications of each technique.
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