I've written yet another article

this one is less technical, and contains an ActionScript source for my previous cave-generation algorithm.
Latest Article

This time, I featured a lot of the source files and images posted here. Keep showing your stuff, guys

this is a great topic so far!
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New tutorial/experimentation is up. 
This time it's creating heightmaps and applying mathematical curves to optimize them!

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I wrote a
very large article today documenting my first experiences with procedurally generated content for games, and thought I'd share it here. While it's not
technically a tutorial, I explain a lot of the methods I used and how I went about getting my fingernails dug into this world of game development that I've been sidelining for so long.
http://properundead.com/2009/03/cave-generator.htmlBasically, I wrote this to show how procedural programming can be broken down and understood, even by an amateur programmer (aka. me) using GM. I think a lot of indie developers life myself daydream games with these kinds of systems, but get intimidated by worlds like "procedural" and "algorithm", and I wanted to tame the concepts down a bit.
I tried making the articles as rhetoric as they are technical, so they can be understood from both frames of mind

and I think a lot can be learned just from reading into another person's learning experience.
So I'm sharing mine with you.

