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 ...
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 ...
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 ...
I am curious how dungeons like the one in Runescape dungeoneering skill are generated. They basicaly have a 10x10 grid. So theres 100 rooms total. There's starting room and exit room. And each one are ...
I'm making a historically accurate game where the player can interact with past times and shape the future. The entire game is scientifically generated with math and real physics. (no, it won't have ...
How to render metaballs? I am a Python programmer familiar with the Panda3d and Blender3d APIs. My math kinda sucks, but I know enough to write game logic code and procedural model generation code, ...
Alright, So I need some help with some Vector Math. I've developing some game Engines that have Procedural Fractal Generation for Some Graphics, such as using Lindenmayer Systems for generating Trees ...
I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded ...
I am doing a simple 4X strategy game in space where each node is a point-of-interest (a planet, an asteroid and etc.). To randomly generate a map, I would follow the steps below Decide how many ...