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

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2
votes
1answer
81 views

Generate planet like heightmaps

I would like to procedurally generate planets, but I don't know how to wrap a heightmap around a sphere. I already know how to generate plane heightmaps, but not how to generate spherical ones. Can ...
14
votes
5answers
339 views

How can I detect connected (but logically distinct) bodies of water in a 2D map?

I have a 2D hexagonal grid map. Each hex cell has a height value used to determine if it's water or ocean. I'm trying to think of a good way to determine and label bodies of water. Oceans and inland ...
2
votes
1answer
86 views

Weird effect when generating gradients for height map

I am experimenting with generating height maps using radial gradients and perlin noise, using a technique I found here: ...
0
votes
1answer
59 views

Place tile values over 'chunk' boundries

My game has a 'chunk' engine similar to Minecraft's but in 2 dimensions. Each chunk is a square of 32 by 32 tiles. What I want to do is generate a defined shape across multiple chunks without ...
0
votes
1answer
94 views

Random Object in Array

I am using Unity. I have created eight different types of objects, stored in an array, and I am displaying them on the scene in a grid pattern with random order. The first four objects in the array ...
2
votes
1answer
247 views

How do “procedural” and “random” generation differ?

To my understanding, everything that isn't directly created by a human is called "procedural". Procedural generation systems have different complexities and may consist of various algorithmic ...
0
votes
0answers
88 views

Why does my Dual Contouring implementation not work?

In my project I have implemented Dual Contouring following source code from this site, however I have problems when trying to run density functions through it. The current way the program runs (which ...
7
votes
1answer
897 views

Using L-Systems to procedurally generate cities

I'm currently making an app that focuses a lot on procedurally generated content. So far, I've successfully implemented the procedural generation of the terrain and shape of a map using simplex noise. ...
0
votes
1answer
67 views

Implicit Functions and extracting an isosurface

I recently discovered a paper on Dual Marching Cubes which produces a much reduced poly count to other methods like Dual Contouring and Marching Cubes, however a recurring theme when reading these ...
2
votes
1answer
71 views

How to create polygons from tilemap areas?

I'm currently working on a project which needs simple AI's to walk around using pathfinding. I'm trying to find a way to generate a polygon based on the connected tiles (explained below), an i'm ...
1
vote
1answer
160 views

Can I use flat shading on a generated mesh?

I tried to generate a mesh from code in Unity. The problem is, that the edges are automatically smoothed. When I import a model into Unity, I can set the smoothing angle of the edges, but is something ...
1
vote
1answer
69 views

Approach to puzzle generation

I have a task in hand about making a puzzle generator, that can fill a game board with colored pearls, that then needs to be solved by the player. The core rules are Pearls are placed in a grid, ...
1
vote
1answer
142 views

Random Placement of Objects on a Tilemap

I have read many topics on random world generation on this site and others, and I roughly understand most of it. What I can't see is how to randomly place objects on the generated tile map I get. Say ...
1
vote
1answer
61 views

Need help with algorithm for generating connected bricks in Pick A Brick clone

I want to make a clone of an Amiga 500 game, Pick A Brick, a 2D game where the goal is to clear a table of bricks by matching them up, following certain rules. I am getting nowhere when it comes to ...
0
votes
1answer
80 views

I can load new tiles but how do I load new chunks?

I have successfully been able to add new tiles and place random trees on a 2d map grid however I haven't used chunks. I just load a new tile when the player moves and save it to the map array. But I ...
0
votes
4answers
150 views

How to handle a negative coordinate 2d map with a growing map size

I love this procedural generation theory and have been messing around with it. However I'm having trouble wrapping my head around how to store my map data. Usually I store my map data in a 2d array ...
1
vote
2answers
137 views

2D Terrain generation with controlled variations

Well, I'm trying to create a simple endless runner and -this may sound repetitive- I'm searching for ways to generate the terrain. The game will only have 3 types of ground tiles, ascending, ...
3
votes
3answers
456 views

Procedurally Generated Top View 2D RPG Map Generation

Procedural generation is a fascinating concept and is gaining popularity in the gaming industry. The thought of playing a game that has new content every-time the game is played is very exciting to ...
5
votes
1answer
190 views

Building stable ecosystems

I'm interested in creating a world in which the behaviors of some of the elements are generated randomly or evolved. Is there a field of study or some well known work that deals with what it takes to ...
1
vote
1answer
65 views

What does the “random element” do in Cellular Automata

I'm reading this post on TutsPlus regarding procedural level generation using cellular automata. My question arises in this code snippet: float chanceToStartAlive = 0.45f; public boolean[][] ...
3
votes
2answers
125 views

How to detect Lagoons and Lakes on a random Island Map

I have an engine which generates random Islands. At the moment it tends to generate quite a lot of lagoons and lakes. I would like to know of a feasible way of detecting them so that I can mark them ...
1
vote
1answer
244 views

Procedual level generation for a platformer game (tilebased) using player physics

I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and ...
16
votes
2answers
1k views

Algorithm for procedureral 2D map with connected paths

Problem to solve: Generate a random 2D dungeon map for a tile-based game where all rooms are connected. I am looking for better solutions than what I currently have. My current solution is that I ...
0
votes
1answer
172 views

What kind of algorithms could I use to generate biome borders like in Minecraft? [duplicate]

After I've found this post I'm curious what kind of algorithms they use to generate these shapes (second image). I can't imagine that the basic shapes are basing on a perlin or simplex noise or a ...
2
votes
2answers
194 views

How do I randomly position objects without overlap?

I'm studying a little about procedurally generating levels and decided to start with a vertical scrolling game. I would like to position some platforms vertically in my scene. So far, I've used a ...
0
votes
3answers
226 views

Ensuring that a randomly generated galaxy wont place stars inside one another?

I'm attempting to build a game with a spiral galaxy design. In doing so I followed a short guide on making the rough layout of the galaxy. My code works, but the "stars" (I'm bad with variable names, ...
0
votes
1answer
60 views

Generate data points for shape based on an image [closed]

I am generating data points for 2d destructible scenery. Presently I had 5 for-loops (for a 5*7 2d structure) but will be expanding its resolution to outline a shape, but it will be horrible to code ...
0
votes
0answers
295 views

Procedural Tilemap generation [on hold]

So i'm building a 2d game but i have never really done any procedural generation i followed the SFML tutorial for tilemaps and i have the maps loading what i know want to know is how can i convert the ...
4
votes
1answer
290 views

map/world “decorator” algorithms/patterns

I've spent a lot of time working with perlin/simplex noise for different styles of map gen, but I'm having a hard time finding advice/resources on how to populate the map with "world decor" that have ...
0
votes
1answer
90 views

How to properly generate walls simulating perspective around stone in a cave-like level made of squares?

Long story short. My levels tiles currently look like this: And i want them to look like this: My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing ...
1
vote
1answer
551 views

Fast, simple procedural 2d island generation

I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required): For the past few days I have been trying to figure out a satisfactory ...
1
vote
2answers
127 views

How do I make a daily challenge on a game with randomly generated levels?

I am currently making a game with randomly made levels, but I have an interest in making everyone play the same level in a daily challenge section, like Spelunky. At first I thought about letting the ...
3
votes
1answer
387 views

How can I generate biome borders?

I'm looking for ways to generate random biome borders (like what Minecraft has). One technique involves choosing specific biomes based on (eg) a rainfall map and a temperature map. But that just ...
5
votes
1answer
417 views

Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
2
votes
1answer
293 views

Procedural terrain generation

Currently I have a procedurally generated planet using multiple octaves of perlin noise. The thing is, that I don't generate heightmap, but rather get the values of perlin function and apply them ...
1
vote
0answers
142 views

Kicking of the story in an RPG [closed]

I am currently working on a RPG with heavy procedurally content generation. Most of the map and the plot is getting generated procedurally over time. The game also makes use of permadeath. On dying, ...
0
votes
1answer
119 views

How do I procedurally generate level like in Dino Run, or Tiny Wings?

I'm looking to create a game like Dino Run, where I will need to create large slopes for a level, procedurally generated. How do I go about this? Do I have to make certain predefined pieces of level ...
12
votes
4answers
1k views

Generating tile map

I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if ...
4
votes
2answers
199 views

How can I find the “end” vertices on an open-ended mesh?

I was looking at a video of a system that extrudes meshes along a curve, connecting them end to end but adjusting the vertices for a smooth connection. It does this with a mesh that as far as I know ...
1
vote
1answer
173 views

Manually writing a dx11 tessellation shader

I am looking for resources on what are the steps of manually implementing tessellation (I happen to be using Unity CG, but any help is appreciated). Today it seems that it is all the rage to hide ...
6
votes
2answers
204 views

Biome Transition in a Grid & Borderless World

I have a universe: a list of "Systems", each with their own center, type and radius. A small part of such a universe could look like this: Systems: Can be very close to a different system, e.g. ...
2
votes
1answer
364 views

Procedural Generation of tile-based 2d World

I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run ...
0
votes
1answer
659 views

Random/procedural generation of puzzle-platform levels

I have an idea for a puzzle-platform game where the levels would be randomly generated. Creating a random generation is relatively simple. What's not easy is checking that randomly generated level to ...
4
votes
4answers
997 views

How can I procedurally generate the right difficulty of enemy waves? [closed]

I'm programming a space-shooter mobile game with a sandbox gameplay style similar to Defender's. The player faces infinite waves of enemies moving towards his ship. The game has many upgrades the ...
0
votes
1answer
90 views

Can't get the logic behind my AABB collision

This is my collision detection function in the maze game im working at. I never made a game before and I dont have that much programming experience. The question I keep asking me continously is why ...
11
votes
2answers
404 views

Axis Aligned Spatial Division : Divide space into random rectangles?

I need a method to divide 3d space into random axis aligned box shapes. For now I am currently dividing the 2d space for testing purposes. The most immediate approach I came up with was to define a ...
-1
votes
1answer
104 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
2answers
251 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
947 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
474 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 ...