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procedural-generation

procedural world generation

Minecraft

SystemTechniques · 6Primitives · 22 procedural-generation Delaunay triangulationgeometry · medium: Bowyer-Watson and incremental flips; maximizes minimum angles, dual of VoronoiVoronoi diagramsgeometry · medium: Fortune sweep and jump flooding to compute Voronoi regions and distance fieldsHydraulic erosiongraphics · medium: Droplet or grid-based water erosion and sediment transport on heightmapsMarching cubesgraphics · medium: Extract triangle meshes from scalar fields (marching cubes, dual contouring)Wave function collapsegraphics · medium: Constraint-propagation tile synthesis: lowest-entropy collapse and backtrackingConstraint propagation (constraint…optimization · medium: Variables with finite domains, propagators that prune impossible values to a fixpoint, and backtracking search with trail undo between decisions.›Gradient noisegraphics · low: Perlin and simplex noise, fBm octaves and domain warping for terrain and texturesPRNGs (PCG, xoshiro)numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.›Fast hash functionsdata-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.›Cellular automatagraphics · low: Grid cells updated by local rules (Life, cave generation, Nagel-Schreckenberg traffic)L systemsgraphics · low: Lindenmayer string rewriting interpreted by a turtle to grow plants and structuresPoisson disk samplinggraphics · low: Bridson O(n) blue-noise point sampling for object placementA* searchgraphs · low: Dijkstra ordered by cost-so-far plus an admissible estimate of the remaining cost; optimal paths while exploring far fewer nodes toward the goal.›Minimum spanning treegraphs · low: Cheapest set of edges connecting all vertices; Kruskal sorts edges and joins components with union-find, Prim grows one tree, Boruvka merges in parallel rounds.›Exact geometric predicatesgeometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmeticSpace filling curvesgeometry · low: Z-order/Morton (geohash) and Hilbert curves mapping multi-dimensional points to sortable keysHalf edge meshgraphics · low: Half-edge mesh connectivity for editable polygon meshesd-ary heapdata-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.›Finite differencesnumerics · low: Replace derivatives with weighted differences of grid values; simple stencils plus a stability condition (CFL) turn PDEs like heat, advection and waves into array loops.›Spatial hashingphysics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.›Interval arithmeticnumerics · low: Rigorous bounds with outward rounding; root isolation and robust geometric testsTwo watched literalsoptimization · low: Unit propagation for SAT that watches just two literals per clause, so backtracking costs nothing and long clauses are rarely touched.›+ 6 more primitives