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

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1answer
50 views

How can I generate an infinite procedural road?

I'm currently trying to make a game where the player races others along an infinite, more-or-less straight, road. By "more-or-less straight", I mean that the road goes straight ahead (the player ...
1
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0answers
28 views

Climate / weather generation on 3d hex map

I am working on 3d hex map game. I am aiming to dynamical generate map (as new players joins). To make the map realistic I am looking for some climate/weather models which possibly I could use so that ...
2
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1answer
43 views

Connecting 3d corridors created by procedural generation?

The 2d case is simple. You generate the segments. You find the intersections. Then you can easily outline the shape of the connecting joint in the 2d embedded graph. However, in 3d or n-d with a ...
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3answers
69 views

Löve2D: Making a random map/city generator [on hold]

So I'm making a game using love2d where the player will find himself in an zombie infested city but I don't want the city/map to be just the same all the time, so I want to create a random map/city ...
0
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1answer
49 views

how to generate road in racing game

I'm making a racing game in python and I kind of wrote myself into a corner. This for loop: for i in objects: if i.name == "road": if i.y == 0: road = ...
12
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4answers
791 views

What is the difference between “dynamic generation” and “procedural generation”?

When I think of a dynamically generated game, I think of things like Diablo with randomly generated levels. When I think of a procedurally generated game, I think of things like Flappy Bird and other ...
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3answers
73 views

How to load and unload objects at a certain radius from the player?

I am making a procedurally generated space exploration game in unity. I'm currently generating 5000 stars in a cube of a fixed size. Each star just gets a random 3d coordinate. What I would like to do ...
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3answers
118 views

Procedural generation of stars in the background with given random seed

I want to generate stars (actually a 2d vector) in the background. The player is moving left and right endlessly. When the player moves the stars, which aren't in sight anymore, should be deleted from ...
7
votes
1answer
196 views

Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world

I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player. So far I have: 3D terrain ...
0
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3answers
95 views

How can I improve the efficiency of my procedural terrain generation and smoothing?

I'm developing an algorithm that generates infinite procedural terrain. It is currently inefficient. How can I improve it? The algorithm starts by generating a 16×16 height-map with simplex noise per ...
2
votes
1answer
50 views

Curvilinear distortion for mapping texture on quad sphere

I'm using the formula I've found here to map procedural texture on to a quad sphere. For example I'm working with a 3d panoramic cube map that I've generated with a simplex noise. Each face of the ...
2
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2answers
217 views

Manually creating cycles in planar, procedural trees?

I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...
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0answers
45 views

How can L-system detect intersections between two lines [duplicate]

I'm trying to create a Procedural Road system using L-system, but I have no idea that how can I detect is there intersection between two lines in L-system, I can use a for loop to check one line ...
0
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1answer
117 views

How to generate interresting procedural terrain [closed]

I work on a voxel-like game, and I have finally managed to create some basic terrain generation using simplex noise. Heres what it looks like: Sure I can generate different kind of terrains (more or ...
2
votes
1answer
209 views

TopDown Island Generation

I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions: 1.Fast, simple procedural 2d island generation 2.Generating ...
2
votes
1answer
84 views

Do >2-state cellular automata exist?

I'm trying to implement a zone system into my game that randomly sets chunks (the cells) to a certain value from a list and that would effect nearby chunks. It's basically a cellular automaton in ...
2
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1answer
67 views

Generating mesh along path

I'm currently trying to generate a path along an array of points(Vector3) This is the result i'm currently getting The dark gray points are the given path The red points are the generated verticies ...
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2answers
190 views

Unity procedural TileMap generation without creating gameobject per tile

I've been searching all over the internet to find a efficient way to create procedural tilemap without creating a gameobject per each tile. There is none, or simply i couldn't find it, because i ...
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0answers
43 views

Generating a grid (Array) of Tetris Pieces [duplicate]

What I want to do is quite self explanatory. Just like the title states. I want to code something that will generate a grid which contains is filled of Tetris pieces. However some conditions must be ...
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3answers
333 views

Algorithm for dividing a 2D grid into organic looking plates

the title pretty much says it all: How could one go about segmenting a 2D grid into smaller parts? My goal here is to create tectonic plates for further procedural world generation Details to ...
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2answers
278 views

Map Generation Algorithm [BOMBERMAN]

I'm looking for some wise tips concerning a specific game development : Bomberman-like. I am currently implementing a "random map" generation for the game, but I feel like I'm not doing in the best ...
-1
votes
1answer
109 views

Are there any topics on Procedural Generation based on a predefined mesh? [closed]

I see a lot of post about procedural terrain generation, but this is not what I'm looking for. I want procedural generation, but I want to be able to define the shape of the generation based on a ...
3
votes
1answer
221 views

Filling a room with random furniture

This is a rather complex question and I'm more hoping for general algorithms anyone might have heard of. I wish to generate randomly sized rooms. Each of these rooms has a type and a corresponding ...
2
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1answer
198 views

How should we be storing procedurally generated behavioural code?

Me and a group of friends are developing a game and we've run into a road block. Before we describe that road block, here's a simplified explanation of our game: The game will be able to take in a ...
0
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1answer
85 views

Outline of plane slice of arbitrary object

How would you extract the outline of a shape from slicing a plane through an arbitrary object? Note: This is related to my Unity Answers question, but not exactly the same.
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0answers
19 views

C# Pathfinding in 2d array (procedural generation) [duplicate]

I have the following random example data in a 2d array 030 300 030 003 The 3 represents a room, the 0 represents its an empty block and 1 represents a corridor. Now i want for example the following ...
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0answers
29 views

Trouble with Inaccurate Mesh Collider

I'm stumped as to why (sometimes) when I apply a Mesh Collider to a procedurally create mesh, it is sometimes completely correct, but other times completely inaccurate. In Detail: I'm creating a ...
0
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1answer
62 views

Creating procedural mesh with orientation

I am working on creating a procedural cylinder mesh with Unity C#. I have everything working but there is one thing I would like to implement in my existing code is to define a vector3 halfAxis which ...
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0answers
132 views

Recursive backtracking sometimes missing a tile?

I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function: void ...
0
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2answers
298 views

How to procedurally generate Mountains that Looks more natural

My Terrain was looking a bit plain so to freshen it up a bit I decided to add mountains to the terrain generation. Unfortunately the Mountains don't look very natural with the surrounding terrain. ...
0
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1answer
216 views

Handling (spawning/removing) entities in SFML

I am unsure which method to use to handle my enemies in SFML. The idea that I am trying to recreate is to spawn enemies every so many seconds. Initially I wanted to do this using a vector such as ...
0
votes
1answer
207 views

Unity - Proper use of threads with procedural generation

I have been working on a simple chunk based terrain generation system, with voxel octrees. The overall method works pretty well, but testing this system with large amounts of chunks completely freezes ...
2
votes
3answers
195 views

How to select random points within grid meeting min/max distance requirements from each other?

I have a 2D grid map that is relatively large. I'd like to pick some semi-random points all over it (say N points). The rule I want to ensure here, though, is that any selected points are at least M ...
1
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1answer
78 views

How to change chance of spawn based on distance?

I am trying to make a cellular automate cave but want to keep the middle empty. How should I change the chance based on the distance from the middle? I don't want to completely deny it just want a ...
2
votes
2answers
220 views

how to 'Scale up' my procedurally generated island/continent without losing its uniqueness?

Currently I am trying to make a procedural terrain generator. When I first started creating my terrain generator I decided to use a radial mask to generate my islands/continents like so: But as ...
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0answers
61 views

How to combine embedded generated graphs in a finite 2D plane?

I'm pretty new to working with graphs but I'm looking at using them to create the world map for our game (a text mud with rooms/nodes and paths/edges between rooms). There are a number of interesting ...
13
votes
2answers
574 views

Dungeon Generation with no corridors and room dependencies

I'm making a game with a procedurally generated world created at the beginning of the game, consisting of several areas represented by grids (say, 8x8, 9x6, the sizes would ideally be arbitrary). ...
0
votes
1answer
100 views

Is topology of procedural meshes important?

I've been working on a project which involves generating 3d game models, mostly hard surface ones, procedurally. Do I have to worry about keeping the topology clean? Will topology affect texturing, ...
1
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0answers
42 views

Procedural Progressive wave system advice [duplicate]

I am developing a game based on waves. Enemies appear as time passes by and every level the hero must kill all the enemies to move to the next level. At this time I have 2 types of waves. Progressive ...
1
vote
1answer
105 views

Generate next chunk with perlin noise

I'm actually trying to generate a level with procedural generation using perlin noise. So one chunk has a size of 30x30, it's a float 2d array and at first I'm filling it with values between 0 and 1. ...
1
vote
2answers
118 views

How can I use graph traversal to generate a round region?

I was playing a tile-based game and noticed it used what appeared to be a circular shape for the light sources. How can I generate something similar? My understanding of cellular automata is that ...
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votes
2answers
179 views

Using QuadTree for Procedural Generation

so I've been trying to start a new project that focuses on procedural room generation similar to what is seen in Binding of Isaac. I plan to have the code use a QuadTree to help determine where ...
0
votes
1answer
148 views

Handling an item database with procedurally generated items?

Let's say you have an item database which has every item in your game. This works fine for regular items like a Health Potion, a normal Iron Sword etc, because these items have ItemID's so we can get ...
2
votes
2answers
424 views

How can I generate a 2D mountain landscape procedurally?

Every level in my game needs to have a different mountain landscape background generated automatically (but the landscape must be the same for each level). How could I generate such a landscape ...
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0answers
115 views

DirectX 11 GenerateMips only works with premultiplied alpha?

The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
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3answers
150 views

Procedural generation of plausible genealogy tree with time query without history [closed]

So I'm laying out the basis for procedural generation of persistent and unique NPC across their entire life, many generation and space (travel). But right now I'm stuck on plausible genealogy. Let ...
5
votes
1answer
407 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...
3
votes
1answer
145 views

Getting name fragments for a name generator

Back again to ask more about name generation -- this time about the dictionary of syllables which I apparently need to reliably generate a name. For reference, my last question. I've written a little ...
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1answer
159 views

How can I implement procedural humanoid generation like MakeHuman?

Some applications allow you to generate a human mesh by simply adjusting parameters. The results are broad and convincing: you can get from a thin asian girl to a muscular african man by just ...
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0answers
54 views

Is there any reference table or formula of body proportions for procedural human mesh generation?

I want to generate humanoid robots procedurally with different shapes and ages, example: 20 years old fat short man, 13 years old thin young girl, and so on. In order to be realistic, I'd like to have ...