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gp:cursuri:01 [2025/02/03 21:05] maria_anca.balutoiu [De ce folosim Genrare Procedurală] |
gp:cursuri:01 [2025/02/03 21:29] (current) maria_anca.balutoiu [Scurt Istoric al Generării Procedurale] |
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* Complexitatea dezvoltării – Necesită înțelegere algoritmică dezvoltată | * Complexitatea dezvoltării – Necesită înțelegere algoritmică dezvoltată | ||
- | <hidden>What is Procedural Generation? | + | ==== Scurt Istoric al Generării Procedurale ==== |
+ | === Early Days (1950–1980) === | ||
+ | * Memorie limitată, idei mari: | ||
+ | * Calculatoarele din această perioadă nu pot stoca lumi mari, realizate manual | ||
+ | * Generarea procedurală a fost folosită pentru a crea lumi mari cu algoritmi de mici dimensiuni | ||
+ | * Inovații notabile: | ||
+ | * Fractali (Benoît Mandelbrot, 1970): Baza pentru teren procedural | ||
+ | * Perlin Noise (Ken Perlin, 1983): Folosit pentru texturi și peisaje realiste. | ||
+ | * Jocuri: | ||
+ | * Rogue (1980) – Primul generator de dungeons procedurale; de aici a pornit genul roguelike | ||
+ | * Elite (1984) – 8 galaxii, 256 de planete fiecare stocate în 22KB! | ||
+ | === Anii '90 și Începuturile Anilor 2000 === | ||
+ | * Texturi și lumi procedurale: | ||
+ | * Jocuri precum Daggerfall (1996) au avut peste 750.000 NPCs și locații | ||
+ | * Diablo (1996) - Primul dungeon generat procedural cu loot aleator | ||
+ | * Jocuri: | ||
+ | * Daggerfall (1996) – Unul dintre cele mai mari jocuri open world generat complet procedural | ||
+ | * Diablo (1996) | ||
+ | === Era Modernă (2010 - Prezent) === | ||
+ | * Voxel-Based Worlds | ||
+ | * Minecraft (2011) - Folosește Perlin noise pentru a genera teren infinit | ||
+ | * AI & Machine Learning | ||
+ | * GANs (Generative Adversarial Networks) - Texturi procedurale, generare de dialog | ||
+ | * Abordări hibride | ||
+ | * Multe jocuri moderne compbină generarea procedurală cu conținutul generat manual | ||
+ | * Jocuri: | ||
+ | * Minecraft (2011) – Teren infinit generat procedural | ||
+ | * No Man’s Sky (2016) – 18 quintillioane de planete generate prin reguli matematice | ||
+ | * Dwarf Fortress (2006–Present) – Povești, civilizații și lumi generate procedural | ||
- | 2. The History of Procedural Generation (30 min) | + | ==== Tehnici de Generare Procedurală ==== |
- | Early Days (1950s–1980s): Birth of Procedural Content | + | * Randomness & Zgomot |
- | Limited Memory, Big Ideas: | + | * Pseudo-Random Number Generators (PRNGs) |
- | Early computers couldn’t store large, hand-crafted worlds. | + | * Perlin & Simplex Noise (generare de teren) |
- | PG was used to create large environments with small algorithms. | + | * Sisteme bazate pe Reguli |
- | Notable Innovations: | + | * L-Systems (copaci, plante generate procedural) |
- | Fractals (Benoît Mandelbrot, 1970s): Basis for procedural terrain. | + | * Grammar-Based Level Generation (jocuri roguelike) |
- | Perlin Noise (Ken Perlin, 1983): Used for realistic textures and landscapes. | + | * Fractali & Algoritmi Recursivi |
- | Classic Games Using PG: | + | * Folosiți în generarea de peisaje, linii de coastă și munți |
- | Rogue (1980) – First procedural dungeon generator → inspired roguelikes. | + | * Cellular Automata |
- | Elite (1984) – 8 galaxies, 256 planets each stored in 22KB! | + | * Folosiți în generarea de dungeons, care simulează patternuri ce imită viața reală |
- | The 1990s & Early 2000s: Expanding PG in Games | + | * Machine Learning |
- | Procedural Textures & Worlds: | + | * Generare bazată pe AI (GANs, rețele neurale) |
- | Games like Daggerfall (1996) had 750,000+ NPCs and locations using PG. | + | |
- | Diablo (1996): First procedural dungeon generator with random loot. | + | |
- | Key Advancements: | + | |
- | Daggerfall (1996) – One of the largest open worlds, all procedurally generated. | + | |
- | Diablo (1996) – Randomized dungeons & loot, increasing replayability. | + | |
- | Modern Era (2010s–Today): Big Worlds & AI-Assisted PG | + | |
- | Voxel-Based Worlds: | + | |
- | Minecraft (2011): Uses Perlin Noise to generate infinite terrain. | + | |
- | AI & Machine Learning in PG: | + | |
- | GANs (Generative Adversarial Networks) → Procedural textures, dialogue. | + | |
- | Hybrid Approaches: | + | |
- | Many modern games mix procedural generation with handcrafted content. | + | |
- | Modern Examples: | + | |
- | Minecraft (2011) – Infinite procedural terrain. | + | |
- | No Man’s Sky (2016) – 18 quintillion planets, generated from mathematical rules. | + | |
- | Dwarf Fortress (2006–Present) – Procedural history, civilizations, and world-building. | + | |
- | Discussion: | + | |
- | + | ||
- | What procedural game impressed you the most? | + | |
- | Can procedural generation replace manual design? Why or why not? | + | |
- | + | ||
- | + | ||
- | Key Procedural Generation Techniques (20 min) | + | |
- | (Briefly introduce; detailed coverage in later lectures.) | + | |
- | + | ||
- | (a) Randomness & Noise | + | |
- | Pseudo-Random Number Generators (PRNGs) | + | |
- | Perlin & Simplex Noise → Used in Minecraft terrain. | + | |
- | (b) Rule-Based Systems | + | |
- | L-Systems → Procedural trees, plants. | + | |
- | Grammar-Based Level Generation → Used in roguelike games. | + | |
- | (c) Fractals & Recursive Algorithms | + | |
- | Generates natural-looking landscapes, coastlines, and mountains. | + | |
- | (d) Cellular Automata | + | |
- | Used in cave/dungeon generation, simulating life-like patterns. | + | |
- | (e) Machine Learning in Procedural Generation | + | |
- | AI-assisted generation (GANs, Neural Networks).</hidden> | + | |