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old game programming techniques to avoid crashing (youtube.com)
submitted 14 days ago by trimalchio
[–]oakreef 5 points6 points7 points 14 days ago
someone make game with exception handling code that dumps you into a procedurally generated level using the stacktrace as a seed
[–]StudentRadical 3 points4 points5 points 14 days ago*
Unfeasible in a fair manner most likely, Mario is NP hard.
EDIT: Actually this is stupid, /u/oakreef was talking about some arbitrary procedurally generated level, I was thinking about what must be close to the worst case.
[–]oakreef 3 points4 points5 points 14 days ago*
Well I mean most procedural generation in games works by stapling together lots of pre-made chunks in a way that's guaranteed to be playable rather than than using purely randomly generated structures.
[–]StudentRadical 3 points4 points5 points 14 days ago
I checked out the paper and they apparently just tie together chunks as well. Page 3 has the general concept and later parts show how parts are constructed for each specific game. So the idea is using pre-made chunks, like variable things and such.
[–]missingno 1 point2 points3 points 14 days ago
Depends on the game really. It'd be perfect in a roguelike that already has procedurally generated levels.
[–]StudentRadical27 0 points1 point2 points 14 days ago
Actually lmao I was thinking way backwardsly, disregard what I've said. Of course it can work if the procedure is fair to the gamer. It just can't be maximally random to be fair.
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