资讯

Procedural generation has been in vogue recently, thanks to titles like Minecraft and Starfield, but few know it was also used in the earliest games.
Klei explains how the difficulty of the procedural generated levels in Invisible, Inc. (formerly Incognita) have been a sticking point for those playing the alpha, and how they're addressing that ...
Not only that, but according to the paper this procedural generation method also includes attempts at predicting player paths and ensuring playability, so an "impossible level" can't truly be created.