The algorithmic generation of content at runtime, as oppose to the manual placement of preset content and assets.

learn more… | top users | synonyms

0
votes
0answers
58 views

Python procedural dungeon generator — too much empty space

I have some code that generates a dungeon: #!/usr/bin/env python import random import noise def get_area(area=None): area = area or int(random.random() * 4 * 100) if not (40 < area < ...
-1
votes
1answer
37 views

Match-3 Shuffle Required?

How can I detect if there are no more potential matches possible and therefore a shuffle is required?
1
vote
1answer
123 views

Creating weapons/armor procedurally

In my current project I am creating a 2d game (rpg) which should be able to dynamically create new weapons and armor based on different components. So, i.e. a sample weapon would consist of barrel1, ...
8
votes
4answers
361 views

Infinite 3D Cave in Unity

A friend and I are hoping to make a game in Unity in which you fly through an infinite 3D cave that can twist and wind in any direction (though obviously not to the point that the turns are impossible ...
2
votes
1answer
112 views

C# - Separating Overlapping Rectangles

I'm trying to separate an arbitrary number of randomly sized rectangles, while still keeping them snapped to the grid, and somewhat packed together nicely. The goal is to start with something like ...
2
votes
0answers
103 views

Simulating crowds of enemies [closed]

I am wondering what would be a good way to handle enemy crowds generation and simulation. For example in a hack'n'slash game, how would one go about placing enemies and managing their movement in the ...
2
votes
1answer
66 views

Rasterizing parametric solids in Minecraft voxel space

I'm trying to render giant procedurally generated trees in Minecraft. I have code that generates a tree model and represents it parametrically as a collection of cones and spheres using vectors and ...
2
votes
0answers
75 views

What's the state of the art in biome generation? [closed]

That is, given a terrain + seas, what are the most advanced approaches available, for game dev, for generating the climate and hence biomes for various areas of the terrain? Are there tools that, ...
7
votes
1answer
239 views

How can I generate random maps that feel like Age of Empires II random maps?

I like the way Age of Empires II generate random maps turned out (good variety, decent biome transitions, maps felt random without feeling chaotic), but am struggling to replicate the style. I've ...
4
votes
1answer
356 views

Algorithm for randomly generating reachable platforms

I want to randomly generate reachable platforms on the fly for a 2D game. Right now, I am just creating platforms at random x,y positions. Only 4 platforms can exist at once, so once the 5th one is ...
8
votes
4answers
354 views

Modify random distribution functions :: Make it less likely to get multiple similar values in a sequence

I want to generate a sequence of numbers for procedurally generating planets in a galaxy sector. Each planet should be placed randomly, however it should be very unlikely that two planets are directly ...
1
vote
1answer
411 views

Procedural terrain - how to blend textures between dynamic meshes

I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
9
votes
2answers
540 views

How can I randomly generate 2D tile-based side-scroller terrain?

I want to randomly generate a map for a 2D sidescroller game using the following tileset: I have found a few great articles on the bitmasking process, for example: ...
0
votes
1answer
198 views

Can I programmatically generate textures in java?

Is it possible to programmatically generate textures in Java, textures that could then be used to cover in game objects?
0
votes
4answers
234 views

Carve river beds into existing 3d procedural generated terrain

Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result. I'd like to know if exists an algorithm to apply to an ...
3
votes
2answers
237 views

How can I “grow” regions representing countries in a 2D grid?

My friend started to make a 'country-generator' type of thing. We have some starting points, and we want to 'grow' countries from them randomly until the whole area is filled. What's is an effect ...
1
vote
1answer
421 views

How to crop or mask a sprite to a specific shape in Unity (2D)?

I'm trying to do a procedural 2D terrain generation. I've managed to make the function to generate the points, and I've been testing/debugging by creating the terrain using a 2D polygon collider on an ...
4
votes
1answer
139 views

How to vectorize a raster image edges into SVG paths?

I'm having a lot of trouble figuring out how to convert a 2D list of points into an SVG Path representing a political map border. I have completed all parts of a 2D terrain generator, including ...
0
votes
0answers
32 views

Wrapping 3D noise functions like simplex and perlin in c# [duplicate]

I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
2
votes
1answer
214 views

Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator

I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak. I want to create large structures ...
0
votes
1answer
134 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
2
votes
1answer
206 views

How do I make a natural-looking map from some Voronoi regions?

I'm using Voronoi regions to create a map for my game, much like this. However, the lines are too straight and perfect. How do I make the borders more natural looking? As in, less like US state ...
2
votes
1answer
54 views

How can I cut a graph representing 2D positions into two sub-graphs?

I have a graph where each node is associated with a 2D position. I would like to use a finite line to "cut" this graph into two halves, as shown below: Note that the cutting line does have a ...
4
votes
2answers
252 views

How can I adapt “random walk” generation to very large maps?

The random (or drunkard's) walk is a great, simple algorithm that can generate very organic-looking maps, such as this: Unfortunately it seems to have poor scalability, making it unsuitable for ...
1
vote
2answers
171 views

Perlin Noise Help

Okay so I have been trying to make perlin noise, fractal noise to be specific, with mixed success. What I do is I fill 5 arrays with white noise, basically just floating point values. Each array is ...
0
votes
1answer
107 views

Help with concrete examples of Perlin Noise variables for terrain generation

I believe this question can help beginner game developers. I've looked through a dozen or so answers on perlin noise here and on Stackoverflow, and found only 1 concrete implementation of perlin noise ...
5
votes
2answers
226 views

Do I need multiple perlin noise generators for different features in terrain generation?

I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into ...
2
votes
2answers
397 views

How would I implement procedurally generated tiles in libgdx?

I'm creating a simple top down Zelda-esque game in libgdx, and I want to implement tile-based dungeons that are procedurally generated, similar to this. Libgdx does have a class called TiledMap which ...
0
votes
0answers
128 views

bones programmatically in assimp

I am trying to animate a 3d hand object programmatically in Assimp, I have the 3d model being export to collada using Blender. But I have no idea how to go from one bone animate it and then go to the ...
0
votes
0answers
77 views

Obstacle generation on a grid

I have a 2D grid. I'd like to place items and obstacles randomly. I also have a starting point. My main goal is to place the obstacles in a way that all the items are still collectable. What is the ...
3
votes
3answers
249 views

Algorithm for game difficulty/pacing curve generation in single player RPG

I'm looking at this article about pacing in entertainment and games. It suggests that all good entertainment roughly follows a pacing/engagement curve like Star Wars(below). I'm interested in how I ...
1
vote
2answers
122 views

Perlin Noise Variations

Currently I'm making a voxel survival game. About a month ago I embarked on procedurally generating terrain using Perlin noise. I understand how to use and apply it for the most part. However I do not ...
3
votes
2answers
214 views

How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
0
votes
1answer
94 views

Which parts to draw in an infinite world?

I have an infinite world (from Perlin Noise). The world is generated in sectors that are that are big cubes (each with a random colour, in the image above; my sectors are 10x10x10). I'm currently ...
3
votes
4answers
233 views

Dynamic Terrain Triangulation

Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well). The reason I say "Dynamic" is because I ...
1
vote
3answers
178 views

Randomly generating the hallways between a network of rooms [duplicate]

So here's my base map: (It won't necessarily be 5x5, just using this as an example.) It's kinda boring the way it is with all the rooms connected. I want it to be more of a randomly generated ...
0
votes
1answer
123 views

How can I generate natural-looking tree leaves in a Minecraft-like world?

I'm moving from working on 3D block-world terrain to more specific features like tree leaves and ore veins (the ore veins will likely be done with my existing Perlin noise for the terrain). One thing ...
1
vote
2answers
93 views

Improving performance of perlin/simplex noise calculations

I'm using perlin noise to calculate different values for 3d block-world terrain. I calc roughly six (at most) noise values for various terrain features for every 4 blocks in a chunk. The missing ...
2
votes
2answers
810 views

Algorithm for continuously generating a tile map for a topdown 2D game? [duplicate]

In essence, what I'm looking for is a procedural 2D tilemap continuously generated in a fashion like Minecraft - which is to say generated as the player approaches the edges of the already explored ...
0
votes
1answer
84 views

Using a permutation table for simplex noise without storing it

Generating Simplex noise requires a permutation table for randomisation (e.g. see this question or this example). In some applications, we need to persist the state of the permutation table. This can ...
11
votes
3answers
256 views

How to divide hex grid evenly among n players?

I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively ...
1
vote
0answers
131 views

What's the best engine for a procedural game that doesn't compromise on graphics? [closed]

We have a very interesting idea for a new game mechanic that would allow us to make our game procedural and entertaining. To bring this game to life, we need the ability to generate the game world on ...
1
vote
1answer
251 views

What's the simplest way to determine the size of an empty space between rectangles?

I'm working on a dungeon generator and I'd like to be able to connect rooms through other rooms. What I currently have set up is two dictionaries and a map (an int array.) The first dictionary holds ...
2
votes
2answers
375 views

Cube worlds, instancing vs mesh generation

For a Minecraft type game, what are the pros and cons of hardware instancing the terrain vs generating a mesh of vertices based on what's visible? The terrain is dynamic so cubes will be ...
3
votes
1answer
153 views

Placing nodes in a graph in a random but readable way

I'd like to create a simple map from vertices and lines - you know, like a usual graph. A tree, to be precise. To select the location of the next point that comes from one, I use a simple ...
2
votes
1answer
307 views

Smooth Biome transitions with tile map?

I'm using a simplex noise system to generate height maps for an "infinite" 2d world map. It works perfectly - I can define which tile belongs at which height value, etc. However, I'm trying to add in ...
3
votes
0answers
174 views

What GPU culling techniques are appropriate for voxel spheres other than octrees? [closed]

I'm creating a dynamic smooth-voxel based world in the shape of a sphere. Right now my current approach is to spherize a cube, generate voxel terrain on each of the six patches, and then use octrees ...
3
votes
1answer
486 views

Perlin Noise for generating terrain in a 2D side-scrolling game. Is there a way to make variations in noise's amplitude?

For example if my generated levels look roughly like this: But once in a while I would like to have the "amplitude" rise say 10 times than the rest of the level, so that it would look something ...
2
votes
1answer
290 views

What concepts are used to procedurally generate video game content using music like in Audiosurf, Beat Hazard & Symphony?

I'm curious as to how video games like Audiosurf, Beat Hazard and Symphony procedurally generate content using music. What are the common concepts used to accomplish this? And in what way is the music ...
5
votes
1answer
279 views

Delaunay triangulation. Where to start?

I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...