I wanted to implement basic procedural terrain generation ever since I took the AI classes at the university, where we used Prolog and console output for the implementation of AI algorithms. Needless to say, everything looked very unimpressive and lame. Several years later, I revisited the basic AI algorithms in Flash and applied them to the concept of the classic 2d platform game. I’ve used three algorithms to generate a terrain for a side-scrolling game:
Continue reading “Procedural Terrain Generation”
Author: bulb
I am Alive
With the exclamation of the summoned Death Knight unit from Warcraft II: Tides of Darkness I hereby announce the birth of my new domain.