Procedural Generation in Games - Computerphile @Computerphile
Procedural Generation in Games - Computerphile  @Computerphile
Uploaded December 2025 | Updated September 2026, 3 weeks ago
Procedural generation is the idea of using simple rules to generate more complicated items - used in games such as Minecraft and Elite, Zac Garby of the University of Nottingham explains with the use of the game Carcassonne.

Zac would like to thank user mlin92 for the graphics used in his generation code.
Zac's GitHub: github.com/zac-garby/carcassonne

Computerphile is supported by Jane Street. Learn more about them (and exciting career opportunities) at: jane-st.co/computerphile

This video was filmed and edited by Sean Riley.

Computerphile is a sister project to Brady Haran's Numberphile. More at bradyharanblog.com
Procedural Generation in Games - ComputerphileCoffee with Brian Kernighan - ComputerphileHow Bzip2 Works (Burrows Wheeler Transform) - ComputerphileWhat Was Your First Computer Game? (Soundcheck Question 2023) - ComputerphileTCP a : Ensuring Your Data Gets There & in the Right Order! - ComputerphileIs DeepFake Really All That? - ComputerphileThe Goodbye Problem - ComputerphileGödels Incompleteness Theorem - ComputerphileThe Hard Problem of Controlling Powerful AI Systems - ComputerphilePong, Python & Pygame 00 - ComputerphileCode Optimisation via Memoization - ComputerphileKernelless Kernel Programming (eBPF) - Computerphile
Computerphile |

Procedural Generation in Games - Computerphile

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER