Generative Art and Procedural Content Generation: How Algorithms Create Visuals
A long-form DEV Community piece explores Procedural Content Generation as a creative engine for generative art, using Clojure and Quil. It explains that PCG works by feeding a seed into an algorithm that computes content on demand rather than storing it. The author cites examples such as Elite's 1984 galaxies generated from a tiny disk footprint and No Man's Sky's vast procedural planets. The article also surveys key techniques, including Perlin noise, invented by Ken Perlin in 1983, and L-Systems, developed by biologist Aristid Lindenmayer in 1968 to model plant growth. The piece is aimed at developers who can read code but have not considered algorithms as artistic tools.
This is an AI-generated summary. ShortSingh links to the original source for the complete article.


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