By the Numbers: The Lost Art of Procedural Generation

Andy Johnson of TheGameReviews writes: "Just like cinema in its early decades, video games have always been driven on by a breakneck pace of technological progress. As with other software, the history of games has been tied firmly to the history of the computing platforms on which games are developed and played; just as the first computers were big enough to fill rooms, many early games like 1971's legendary Computer Space had to be immobile coin-ops due to the primitive nature and size of the hardware on which they ran. At different stages of gaming's history, technological limitations have imposed different conditions on game development. One of the most significant of these limitations has been extremely restrictive memory storage. This is a brief history of a long-used solution to that problem, which while brought on by necessity may have made a comeback recently because of its fascinating side effects."

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iTZKooPA3215d ago

I love great nerdy pieces like this. He could have went in so many directions based upon the intro, all of them appropriate.

midi3215d ago

Cracking piece. Really enjoyable read with a turkey sandwich :)

gidzilla3214d ago

Definately not tapped into the potential of randomly generated 3D worlds yet.

Another example - F-zero random track generator. That was fun.