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

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10
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4answers
2k views

Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it? [closed]

Besides programming, modeling an environment takes a great deal of time. I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future ...
7
votes
3answers
2k 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 ...
7
votes
5answers
4k views

2D Procedural Terrain Generation - Guaranteeing connectedness?

I'm working on a 2D platformer in XNA. One of things I'd like to be a main design characteristic is procedural content generation. The first step of that is to procedurally generate the terrain. So, I'...
1
vote
1answer
646 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 ...
25
votes
8answers
4k views

Why is permadeath essential to a roguelike design?

Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers ...
19
votes
6answers
12k 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 ...
9
votes
3answers
589 views

Name generation

I'm making a game (or planning to, at least) and to do that, I need a way to automatically generate names for the NPC "bosses" (long explanation and irrelevant here). Something like this is a good ...
8
votes
3answers
2k views

Correct way to “randomly” generate flowing terrain

I'm creating a simple top down RTS game. I plan on it "randomly" generating maps on the fly when I need to. I plan on it all working in 'passes': Fill the terrain in with all grass Go back and add ...
8
votes
2answers
7k 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 ...
3
votes
2answers
2k views

Manipulating Perlin Noise

I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am ...
1
vote
3answers
4k views

3D Procedural Planet Generation [closed]

I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
21
votes
2answers
2k views

Atmospheric scattering sky from space artifacts

I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a ...
8
votes
6answers
733 views

Ragdoll on alive creatures: has somebody already implemented it?

I find that a dead creature falling realistically is boring. I wonder, has any game implemented an animation system where the model moves depending of the muscle forces and the velocity of the limbs, ...
7
votes
1answer
610 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 ...
4
votes
4answers
1k views

Working with 3D Noise

I am using a simplex 2D noise to generate my worlds so far. This however was never the plan and has the downside that I basically can only generate a heightmap. Instead I want to aim for floating ...
4
votes
1answer
856 views

How can you procedurally place objects in a non-gridded game?

This is a follow-up question to this question. I mistakenly worded the question, but got a good answer before I could correct myself, so I didn't want to delete it. Sorry! Now that I know that it ...
2
votes
1answer
3k 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 ...
5
votes
2answers
2k views

How to render metaballs?

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, ...
4
votes
3answers
562 views

procedural generation - deterministic or not? (No man's sky)

Here is a link of Sean Murray talking about the game No Man's Sky: https://www.youtube.com/watch?v=h-kifCYToAU Starting at around 4:00 in the video, he is talking about how the environment is ...
4
votes
1answer
830 views

Simplex Noise flat land and hills

I'm using the simplex noise to create Minecraft like terrain. I can only achieve hills like this. Does anyone know how to use simplex to make more dynamic landscapes?
3
votes
1answer
516 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 ...
1
vote
5answers
2k 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 ...
1
vote
1answer
6k views

Create vertices + indices for cylinder with triangle strips

I'm trying to create vertex and index buffer for a cylinder (in OpenGL, but it shouldn't matter). I think my vertex buffer is fine (I checked drawing with GL_POINTS). Here's the code that builds it: ...
8
votes
1answer
1k views

Procedurally generated terrain map. Blend Transitions between terrain types

The question isn't the greatest wording ever sorry. I have been learning about and prototyping some texture and terrain generation stuff and have run into something perhaps you can help me with. How ...
6
votes
3answers
440 views

Overcoming float limitations for planet-sized worlds in Unity

As far as I know, going further than 1M units from the world origin in Unity is hardly possible due to floating point precision issues. Making a world more than 1M units in radius would require ...
5
votes
1answer
2k 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 ...
4
votes
1answer
165 views

Generating 'Specially' shaped rooms for a Dungeon

I've made a fairly simple dungeon generator but now I want to expand on it so that I can procedurally generate a dungeon with irregular shaped rooms. I don't just want any old crazy shapes popping up ...
4
votes
1answer
1k 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 ...
3
votes
1answer
2k 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 ...
3
votes
3answers
2k views

How did they do it: Trine 2.5d terrain?

How did they make the terrain in trine? I think they took a polygon approach. It doesn't seem that they used a heightmap because it is in all three vectors, or a voxel method because it doesn't have ...
3
votes
1answer
837 views

Is it possible to procedurally place objects in a non-gridded game?

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 ...
2
votes
1answer
503 views

2D Terra(ria)in generation - Accidental noise

I'm currently trying to implement terrain generation as described on the following page: http://accidentalnoise.sourceforge.net/minecraftworlds.html. But I have issues understanding how to interpret ...
2
votes
2answers
1k views

Different ways to store a 2D map/landscape in XNA

I was looking around at this site about eight months ago and wish I saved the location of this topic but I was wondering the different map rendering styles that you can do in XNA. The one style I ...
5
votes
1answer
502 views

Method for procedurally creating spawn points

I have a world made of floating islands that are procedurally generated. I would like to spawn enemies or the player in logical-non-falling-into-space spawn points. Ideas on how to accomplish this? ...
4
votes
1answer
206 views

How do I generate random mountains in a sidescroller?

So I'm trying to make a simplified Terraria style world using Perlin noise. I got that working and the terrain is randomized. However the terrain always looks like like a weird cosines curve. Hills ...
2
votes
1answer
953 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 ...
1
vote
2answers
655 views

Randomly spawning bitmaps on cnvas

I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of ...
1
vote
1answer
637 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 ...
0
votes
3answers
630 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
184 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 ...