Tagged Questions
0
votes
1answer
152 views
Create Random Platformer-Gameworld
Evening.
I created a xna-game like the iOS Platformer game "Banana Kong".
The level-layers are currently saved as XML files.
Example:
<level>
<layer1>
<tile type="0" ...
2
votes
2answers
342 views
How to generate houses procedurally in a voxel world?
I am developing a mod for the game Minecraft, a block-based voxel game. As part of the mod, I want to create a procedural house generator that will be generated based on specific needs/desires, such ...
35
votes
2answers
1k views
Procedural… house with rooms generator
I've been looking at some algorithms and articles about procedurally generating a dungeon. The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements.
For ...
5
votes
2answers
681 views
Diamond-square terrain generation problem
I've implemented a diamond-square algorithm according to this article:
http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2
The problem is that I get these steep cliffs all over the map. It ...
5
votes
2answers
528 views
How to remove floating terrain when generated with 3D Perlin Noise?
I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes.
My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
2
votes
1answer
1k views
C# XNA: Effecient mesh building algorithm for voxel based terrain (“top” outside layer only, non-destructible)
To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad ...
6
votes
3answers
673 views
Is it better to hard code data or find an algorithm?
I've been working on a boardgame that has a hex grid as this board:
Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I ...
4
votes
2answers
450 views
How to place rooms proceduraly (rule based) on in a game word
I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid ...
0
votes
1answer
728 views
Large Blob of landmass in Minecraft Terrain Engine in XNA
I am creating a Minecraft Terrain engine in XNA, and want to create a large blob/cluster of blocks, in a random sort of blob thing, shaped somewhat like the stuff under the Volume Rendering heading on ...
6
votes
3answers
545 views
Generating random Pools or lakes
I have implemented functions that can draw any polygonal shape, however I have been unable to generate a smooth shape that mimics the rounded edges of a lake. I tried generating two circles and ...
16
votes
3answers
2k views
How can I generate floating land masses for a Minecraft-like engine?
I am creating a Minecraft-like engine in XNA. What I want to do is create floating islands similar to the one shown in this video:
http://www.youtube.com/watch?v=gqHVOEPQK5g&feature=related
...
14
votes
4answers
3k views
Simple noise generation
I'm looking to generate noise that looks like this:
(images courtesy of Understanding Perlin Noise)
I'm basically looking for noise with lots of small "ripples". The following is undesirable:
...
16
votes
2answers
2k views
How can I generate Worms-style terrain?
I'm working on a Worms-styled game and want to generate some terrain procedurally. I've previously done a lot of terrain generation using perlin noise, and this is what I started out using for this ...
9
votes
2answers
484 views
Evolving a Terrain Generator
I just recently asked this question and the conclusion seems to be that using genetic programming (GP) for Procedural Game Content Creation hasn't really been done. I want to change that.
I'm fairly ...
6
votes
3answers
750 views
Evolutionary Procedural Generation
Are there any examples of companies or papers using evolutionary algorithms (EA) or genetic programming (GP) in procedural generation of content for games? Does this exist in the industry?
This is ...
5
votes
2answers
477 views
How could I improve this random map?
following my previous post on random world map generation, I used several algorithms and obtained results similar to this: http://i.imgur.com/CKL2R.png (the height values are quantisied for viewing ...
11
votes
3answers
7k views
How can I create a random “world” in a tile engine?
I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this?
The procedural generation algorithms I have ...
-2
votes
1answer
478 views
Dungeon map generator not working in javascript
I am trying to convert this dungeon algorithm from java into javascript, however, my script works 70% of the time. When it works, the rooms are missing a wall on one side, and when it does not work, ...
0
votes
1answer
459 views
What is the difference between the marching cubes algorithm and metaballs?
After doing some research, I found out about the marching cubes algorithm and "metaballs". How exactly do they differ?
8
votes
2answers
821 views
Render rivers in a grid
I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant ...
5
votes
3answers
288 views
Generating random values, keep trying till value within bounds are generated
Sorry for the strange topic name, couldn´t think of a good way to describe it.
I´m basically trying to achieve the following:
I'm placing items randomly on the screen, but these items shouldn't be ...
17
votes
6answers
5k views
What is the simplest method to generate smooth terrain for a 2d game?
What is the simplest method to generate smooth terrain for a 2d game like "Moon Buggy" or "Route 960"?
I got an answer at stackoverflow.com about generate an array of random heights and blur them ...
3
votes
2answers
257 views
Algo for narrowing cavern
I'm in a bit of crunch time and I find myself spending way too much time tinkering with an algo, so I would like some help.
In the game I am working on, there are some old-style, pixelated minigames. ...
8
votes
3answers
714 views
Reduce the number of edges of a graph, keeping it connected
I'm designing a game with random generated dungeons. I'd like to view this as a connected, undirected graph in which nodes are rooms and edges are doors or corridors. Then I choose a "side" node as ...
30
votes
7answers
7k views
How to generate random level from a seed?
How would I go about using a random seed to generate a game level? The same seed should always generate the exact same level.
For this example it would be a Worms style level. So each level would ...
5
votes
6answers
1k views
Algorithm for drawing asteroids from, er… Asteroids game?
What would the algorithm be for generating/drawing the asteroid shapes from the original Asteroids game? Is it even an algorithm? Or would they be hard coded shapes?
Here is a screenshot to jog your ...
16
votes
7answers
5k views
Algorithm for generating a 2d maze
What algorithm have you used in the past to generate a simple 2d maze?