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procedural-generation
procedural world generation
Minecraft
System
Techniques · 6
Primitives · 22
procedural-generation
Delaunay triangulation
geometry · medium: Bowyer-Watson and incremental flips; maximizes minimum angles, dual of Voronoi
Voronoi diagrams
geometry · medium: Fortune sweep and jump flooding to compute Voronoi regions and distance fields
Hydraulic erosion
graphics · medium: Droplet or grid-based water erosion and sediment transport on heightmaps
Marching cubes
graphics · medium: Extract triangle meshes from scalar fields (marching cubes, dual contouring)
Wave function collapse
graphics · medium: Constraint-propagation tile synthesis: lowest-entropy collapse and backtracking
Constraint 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 noise
graphics · low: Perlin and simplex noise, fBm octaves and domain warping for terrain and textures
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
›
Fast hash functions
data-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 automata
graphics · low: Grid cells updated by local rules (Life, cave generation, Nagel-Schreckenberg traffic)
L systems
graphics · low: Lindenmayer string rewriting interpreted by a turtle to grow plants and structures
Poisson disk sampling
graphics · low: Bridson O(n) blue-noise point sampling for object placement
A* search
graphs · 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.
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Minimum spanning tree
graphs · 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.
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Exact geometric predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Space filling curves
geometry · low: Z-order/Morton (geohash) and Hilbert curves mapping multi-dimensional points to sortable keys
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
d-ary heap
data-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.
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Finite differences
numerics · 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.
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Spatial hashing
physics · 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.
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Interval arithmetic
numerics · low: Rigorous bounds with outward rounding; root isolation and robust geometric tests
Two watched literals
optimization · 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
System
Techniques · 6
Primitives · 22
procedural-generation
Delaunay triangulation
geometry · medium: Bowyer-Watson and incremental flips; maximizes minimum angles, dual of Voronoi
Voronoi diagrams
geometry · medium: Fortune sweep and jump flooding to compute Voronoi regions and distance fields
Hydraulic erosion
graphics · medium: Droplet or grid-based water erosion and sediment transport on heightmaps
Marching cubes
graphics · medium: Extract triangle meshes from scalar fields (marching cubes, dual contouring)
Wave function collapse
graphics · medium: Constraint-propagation tile synthesis: lowest-entropy collapse and backtracking
Constraint 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 noise
graphics · low: Perlin and simplex noise, fBm octaves and domain warping for terrain and textures
PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
›
Fast hash functions
data-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 automata
graphics · low: Grid cells updated by local rules (Life, cave generation, Nagel-Schreckenberg traffic)
L systems
graphics · low: Lindenmayer string rewriting interpreted by a turtle to grow plants and structures
Poisson disk sampling
graphics · low: Bridson O(n) blue-noise point sampling for object placement
A* search
graphs · 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 tree
graphs · 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 predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Space filling curves
geometry · low: Z-order/Morton (geohash) and Hilbert curves mapping multi-dimensional points to sortable keys
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
d-ary heap
data-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 differences
numerics · 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 hashing
physics · 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 arithmetic
numerics · low: Rigorous bounds with outward rounding; root isolation and robust geometric tests
Two watched literals
optimization · low: Unit propagation for SAT that watches just two literals per clause, so backtracking costs nothing and long clauses are rarely touched.
›
Journaled state revert
storage · low: Undo journal of state writes enabling nested checkpoints and cheap revert
Dijkstra's algorithm
graphs · low: Single-source shortest paths with non-negative edge weights by settling vertices in order of distance with a priority queue.
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Union-find
graphs · low: Disjoint-set forest with union by size and path compression; merges sets and answers same-set queries in effectively constant time.
›
Explicit Euler
numerics · low: Step an ODE forward by its current slope, y += h·f(t, y); first-order, one evaluation per step, the baseline every other integrator is measured against.
›
Thomas tridiagonal solver
numerics · low: O(n) tridiagonal linear solve used in implicit finite-difference and spline schemes
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
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