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@ -8,7 +8,7 @@ As neural [AI](ai.md) approaches human level of creativity, we may see it actual
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For its extreme save of space procedural generation is extremely popular in [demoscene](demo.md) where programmers try to create as small programs as possible. German programmers made a full fledged 3D shooter called [.kkrieger](kkrieger.md) that fits into just 96 kB! It was thanks to heavy use of procedural generation for the whole game content. [Bytebeat](bytebeat.md) is a simple method of generating procedural "8bit" music, it is used e.g. in [Anarch](anarch.md). Procedural generation is generally popular in indie game dev thanks to offering a way of generating huge amounts of content quickly, without having to pay artists.
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We may see procgen as being similar to [compression](compression.md) algorithms: we have large data and are looking for an algorithm that's much smaller while being able to reproduce the data. [John Carmack](john_carmack.md) himself called procgen "basically a shitty compression".
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We may see procgen as being similar to [compression](compression.md) algorithms: we have large data and are looking for an algorithm that's much smaller while being able to reproduce the data (but here we normally go the other way around, we start with the algorithm and see what data it produces rather than searching for an algorithm that produces given data). [John Carmack](john_carmack.md) himself called procgen "basically a shitty compression".
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Using [fractals](fractal.md) is a popular technique in procgen because they basically perfectly fit the definition of it: a fractal is defined by a simple equation or a set of a few rules that yield an infinitely complex shape. Nature is also full of fractals such as clouds, mountain or trees, so fractals look organic.
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