Justin Rogers with another great blog post series…

Justin worked (and still works?) on the Terrarium system and uses that experience as an example as he discusses various gaming topics in his blog… including yesterday’s post on creating random world content.

Gaming: Generating random world content and some consistency algorithms…

Generating random world content is one of those tasks that gets written off as a trivial matter. It isn’t hard to throw some stuff around a virtual space and call it good. However, after trivializing the world content generation during your first game, you’ll never make the same mistake twice. You should set aside quite a bit of time to think about your algorithms, employ consistency checks early on, and future proof your algorithms against later enhancements. Exactly how much time you should set aside is a project planning consideration based on how complex your world content is going to be.

Author: Duncan Mackenzie

I'm the Developer Lead for the Channel 9 team, formerly worked on MSDN as a developer, content strategist and author.

2 thoughts on “Justin Rogers with another great blog post series…”

  1. Have very little influence into the Terrarium right now as we await for the public source release. As the community waits for this gem of source, it continuously loses it’s luster. Some of my Terrarium posts are mainly meant to demonstrate some of the time sensitive features, that given light now will have some small impact on the community, whereas in 6 months or so, nobody will really care.

    There is quite a bit of potential in games that people code against to play. I’ll be releasing six new web service based games up until the end of November, and I’m help another individual release 4 fully automated games as well. Expect these ten games to provide tons of development time for the savvy AI programmer or hobbyist 😉

  2. Hi Justin,
    I am looking all over the net for your code from the fascinating web cast on the poker. Can you please refer me to it?

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