Procedural Content Generation Wiki

Welcome to the Procedural Content Generation Wiki
Welcome to the Procedural Content Generation wiki! Here you will find pages explaining the uses and algorithms behind procedural content generation (PCG). Also included are case studies of actual games and programs that use PCG, as well as code snippets in Python that you can download and test for yourself.

PCG is widely used in video games to add unique content, meaning no two players will have the exact same experience. It is also used for simulations, ranging from plants to cities. PCG is becoming more commonplace, and is a topic of interest for many.

This wiki is intended for those who want to learn procedural content generation, and know how to program, but are new to the topic and thus don't understand the math and algorithms behind it.

The pages are generally organized by the purpose of the algorithms.
 * Terrain/Galaxy Generation
 * Perlin Noise
 * Simplex Noise
 * Cities
 * L-Systems
 * Bezier Curves
 * Roguelikes
 * Cellular Automata
 * Generative Grammars
 * Quests and Gameplay
 * State Space
 * Plan Space

The code demos are written in Python 3.5, and uses Pygame 1.9.2 for graphics. To view the demos, download and run them. Their source code is available in the GitHub repository.

