sven freiberg - games. music. code. generative art and all things interactive

  1. Supershapes

    While doing some research on procedural content generation, specifically on ways to generate shapes I stumbled upon the so called Superformula. The superformula The Superformula is based on the the concept of superellipses. The original form is in polar coordinate, but it's not too much of a hassle to get…

    on procedural content, maths

  2. Velvet: Modular Procedural Generation

    This week I finished writing my thesis Procedural Generation of Content in Video Games. In it, I take a look at some examples of games applying Procedural Content Generation (PCG), as well as some recent research in the field. I also present a concept and discuss a proof-of-concept implementation of…

    on procedural content

  3. Recreational Maths Vol. 1

    The Golden Ratio Disclaimer Defintion The relation of two things is, such that the ratio of A plus B to A is the same as A to B. function isGoldenRatio (a, b) { var x = (a + b) / a; var y = a / b; // check if 'almost' equal, avoids floating point errors return…

    on maths

  4. PCG Link Collection Vol. 1

    I'm currently into some academic work about procedural content generation and though I'd share some interesting links here as I go along. Talk by Grant Duncan (Hello Games) about pcg in No man's sky Talk by S├ębastien Dubois (Amplitude Studios) about pcg in Dungeon of the Endless Article by developers…

    on procedural content

  5. Procedural Level Generation

    I've recently started to read up on how to randomly create levels and I'm certainly intrigued by the topic. Please be aware, that I'm in no way an expert on this matter, so expect this post to be mostly opinion based. So far I have found two major factors making…

    on procedural content