Path of Exile - Random Level Generation Presentation

Path of Exile · 98K views · 2011 · 23:59

Open on YouTube

Game programming & enginesGame designtalk

Why Game Development Stack Exchange recommends it

Game Development Stack Exchange users link it as a real-world example of procedural dungeon, terrain and river generation in a shipped action RPG.

Recommended by 2 people across 2 different months, 2015 to 2017.

What it is

A recorded conference-style talk by Grinding Gear Games lead programmer Jonathan Rogers at the Auckland Game Developers' Meetup, covering how Path of Exile generates its indoor and outdoor levels procedurally. It includes a live demo of dungeon layout from predefined rooms, terrain and rivers. The recording is low quality but the content is substantive.

What people said

Recommends QuinnF · 2015-10 · Game Development Stack Exchange · on “Procedural world generation oriented on gameplay features”

I would do generate the game-play features concurrently as part of the same process. There are a number of ways to build terrain based on rules. This YouTube talk by the Path to Exile devs is a pretty good example: [this video] . Also, for a less pre-built aproach, this looks interesting: [LINK] . You could use perlin noise to generate heights for each voronoi vertex and go from there

Recommends Christian Ivicevic · 2017-09 · Game Development Stack Exchange · on “Procedurally generating dungeons using predefined rooms”

Most attempts at procedurally generating dungeons I have stumbled upon do space out areas that will be rooms and connect them will corridors and hallways but what about instances where you have a collection of possible rooms in various dimensions and want to generate a dungeon that uses some of these specific rooms without those corridors and connections? To answer this question I found this particular video on the topic of generating levels in Path of Exile [this video] (~5:20 - ~7:20 about the dungeon part I am referring to) which left questions open on how to technically implement the algorithm described. In general I understand the idea but I am struggling to figure out how this would be tran

Cites amitp · 2016-11 · Game Development Stack Exchange · on “Using Perlin/Simplex noise in a 2d tile game for terrain generation”

Noise is the most common ingredient but there are lots of different ways to use it, and not all systems use noise. The Path of Exile developers have a video [this video] describing how they generate terrain and rivers. Trees are often placed with “ blue noise [LINK] ” instead of perlin/simplex noise.