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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2answers
567 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 ...
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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 ...
10
votes
1answer
350 views

How to make sure a game can be completed

I'm not sure what the correct term for what I'm looking for is described, so apologies if this is a duplicate question. But is there a term/algorithm for making sure a game is "completable" with ...
9
votes
2answers
336 views

What kind of environment is expected in elevated, hot areas?

I'm creating an "exploration" game where the overworld map will be randomly generated. The biomes are generated using the data given by a "temperature map" , a "humidity map", and an elevation map for ...
9
votes
3answers
976 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 ...
9
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1answer
908 views

Generating a town layout in a grid

I want to generate a town layout in a square grid (rendered isometrically, but that doesn't matter) using the following elements: 2x2 Houses Roads, 1 unit wide Canals, 1 unit wide Sample layout: ...
9
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2answers
988 views

How can I randomly generate 2D tile-based side-scroller terrain?

I want to randomly generate a map for a 2D sidescroller game using the following tileset: I have found a few great articles on the bitmasking process, for example: ...
8
votes
6answers
637 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, ...
8
votes
4answers
553 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 ...
8
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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
4answers
382 views

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 ...
8
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2answers
526 views

How can I generate random maps that feel like Age of Empires II random maps?

I like the way Age of Empires II generate random maps turned out (good variety, decent biome transitions, maps felt random without feeling chaotic), but am struggling to replicate the style. I've ...
8
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2answers
706 views

Random Zelda-style map generation

Im trying to randomly generate a map of rooms connected by doors, and I've succeeded in generating one using this code: public void generate(GameContainer gc) { rooms = new ...
8
votes
2answers
966 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 ...
7
votes
5answers
3k 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, ...
7
votes
1answer
805 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 ...
7
votes
3answers
899 views

Generate levels in real-time with the Procedural CityEngine

Has anyone used the Procedural CityEngine to generate levels in real-time? It seems to get used in production or pre-production due to its sizable overhead, but has anyone tweaked it to run in ...
7
votes
2answers
715 views

How do I generate surface normals?

I have quite a few debug drawing methods in my engine that can generate geometry useful for debugging, like spheres and cubes. At the moment I do not generate any normals for these shapes. Is there ...
7
votes
2answers
790 views

How to orient a surface normal to a cubic surface

The immediate question is: in HLSL, how can I orient a surface normal generated in UV space so that I can apply it to a cube face? The overall project is that I'm trying to build a procedural planet ...
6
votes
3answers
764 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 ...
6
votes
2answers
2k views

Random World Generation [duplicate]

Possible Duplicate: How are voxel terrain engines made? I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block ...
6
votes
1answer
511 views

Procedural generation of seabeds / underwater terrain

There are a lot of resources available for procedural content generation when it comes to terrain, which is above sea-level. For a naval simulation, I now need to procedural generate terrain below ...
6
votes
2answers
494 views

Procedural dungeon generation. No corridors, color key doors

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 ...
6
votes
2answers
2k 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 ...
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votes
2answers
172 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. ...
6
votes
2answers
1k 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 ...
6
votes
3answers
1k 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 ...
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3answers
1k 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 ...
6
votes
4answers
8k views

Generating island terrains with Simplex Noise (C#/XNA)

I've got one little question: Is there any code or sample which shows how the simplex noise works? I cannot find anything about it... How should I implement it, without the knowledge how the algorithm ...
5
votes
6answers
2k 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 ...
5
votes
3answers
342 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 ...
5
votes
1answer
658 views

How do I generate a smooth random horizontal 2D tunnel? [duplicate]

I'd like to create a smoother version of the navigable and quite natural-looking random tunnel found in this classic helicopter game. It should ideally be... infinite, so more can be generated as ...
5
votes
2answers
545 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 ...
5
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2answers
1k views

Where can I find code examples of different variations of Perlin noise?

I have seen the PCG wiki, and it is a great resource. But a lot of the articles are very brief and it is hard to find good links on specific things. I have been searching for ways to transform my ...
5
votes
1answer
365 views

Delaunay triangulation. Where to start?

I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...
5
votes
2answers
846 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, ...
5
votes
2answers
443 views

How can I incrementally generate an graph?

I just started a new project in which I'd like the game world to consist of procedurally-generated locations connected by teleporters. After a bit of research, I've discovered this to be called ...
5
votes
2answers
301 views

Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?

Is it possible to get a hive-like structure, connecting all the rooms without having too many corridors? (Too many being 3-4+ corridors coming from a single room) Below is the output of how my rooms ...
5
votes
1answer
164 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 ...
5
votes
2answers
303 views

Do I need multiple perlin noise generators for different features in terrain generation?

I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into ...
5
votes
2answers
477 views

storing procedurally generated roguelike world into zones

I am currently developing a 3D roguelike game which will take place in a very large world. The world is generated by procedural algorithm supplied by external script in run time. To speed up rendering ...
5
votes
1answer
410 views

What methods are there for representing 3D terrain?

I'm making a terrain system which needs to be procedurally generated and would like to know my options. So far I know of: Height-field terrain, Vector-field terrain, and Voxel terrain. Is there ...
5
votes
1answer
280 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? ...
5
votes
3answers
1k views

Random generation of realistic human faces

What would be a practicable way of generating huge numbers of realistically looking human faces? Randomizing 3D-models and rendering them would require a lot of computing power, especially as I'm ...
5
votes
1answer
5k views

What is a good technique for 2D tile-based terrain generation meeting these requirements?

As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to ...
5
votes
2answers
543 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 ...
5
votes
1answer
176 views

What is a simple deformer in which vertices deform linearly with control points?

In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
4
votes
5answers
937 views

How to generate water pools on a 2D tile grid?

I'm coding a algorithm that generate a map, fixed size 2D matrix of tiles (32x32, 64x64, ...), for a game. The game map contains 2 elements, ground and water tiles. I'm trying to flood some water ...
4
votes
4answers
726 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 ...
4
votes
1answer
516 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?