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

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12
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3answers
522 views

How to divide hex grid evenly among n players?

I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively ...
12
votes
1answer
688 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
11
votes
1answer
6k views

How can I easily create cloud texture maps?

I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they ...
11
votes
3answers
4k views

Midpoint Displacement Algorithm

This question has come mainly out of sheer desperation, after spending several hours trying to figure out the problem. If you cast your eyes to the picture above, you should see that my midpoint ...
11
votes
2answers
933 views

Axis Aligned Spatial Division : Divide space into random rectangles?

I need a method to divide 3d space into random axis aligned box shapes. For now I am currently dividing the 2d space for testing purposes. The most immediate approach I came up with was to define a ...
11
votes
2answers
4k 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: http://www.angryfishstudios.com/...
10
votes
8answers
1k views

Best solution for “level string”?

I have a game that generates a random level map at the start of the level. I want to implement some way to save and load the level. I was thinking maybe XML would be a good option for saving all the ...
10
votes
4answers
2k views

How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
10
votes
3answers
984 views

Random map generation - strategies for scattering/clustering random nodes

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 ...
10
votes
3answers
3k views

How do I generate terrain like that of Scorched Earth?

I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. ...
10
votes
3answers
2k 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 ...
10
votes
2answers
679 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 ...
10
votes
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
372 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
4answers
319 views

Procedural Generation, Game Updates, & Butterfly Effect

NOTE: I asked this on Stack Overflow a few days ago but had very few views and no response. Figured I should ask on gamdev.stackexchange instead. This is a general question / request for advice on ...
9
votes
2answers
350 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
331 views

How to generate a city street network?

I would like to create a city generator for a game, but I am facing a problem at the very start of the generation: the road system. As it is a medieval world, I don't want a grid plan like many ...
9
votes
3answers
592 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 ...
9
votes
4answers
758 views

How to load a spherical planet and its regions?

I'm designing a game partially composed of planets exploration. I want to use pseudo-random generation for them, regenerating from a defined seed when I have to load them rather than store every ...
9
votes
2answers
184 views

Terracing mountain features

I'm looking to replicate a procedural terrain effect I found on a portfolio/blog site a few days ago. Quoting the site, the terracing was generated through, "multiplying [the final height] by some ...
9
votes
1answer
1k 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: ...
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, ...
8
votes
1answer
3k views

Using L-Systems to procedurally generate cities

I'm currently making an app that focuses a lot on procedurally generated content. So far, I've successfully implemented the procedural generation of the terrain and shape of a map using simplex noise. ...
8
votes
4answers
2k 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
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 ...
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 ...
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
3answers
2k 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 ...
8
votes
4answers
450 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
votes
2answers
1k 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 ArrayList<Room&...
8
votes
2answers
1k 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
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'...
7
votes
2answers
4k views

Procedural Generation of Galaxy

I'd like to generate galaxy using seed , with shape changing a bit and positioning X number of stars. I'd like to make it realistic (as possible). But i have absolutely no idea how i should do that. ...
7
votes
3answers
1k 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 real-...
7
votes
2answers
992 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
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
2answers
585 views

How to implement special weapon and armor effects (ex: vampiric, holy, damage shield, thorns)?

I'm working on the inventory system for my game, and am interested in how do I implement additional weapon and armor properties that are not just damage or armor? If all I have is damage and armor, ...
7
votes
2answers
2k 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 ...
7
votes
3answers
259 views

Why can't I patch my procedural terrain together?

I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
7
votes
2answers
2k 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 ...
7
votes
3answers
230 views

City-region generation

I am currently making a procedural generated map and wanted to add regions to the cities indicating their reach, the way I am achieving it currently is by expanding outwards from the city center until ...
7
votes
2answers
760 views

Advanced Cellular Automata to generate caves

I am trying to make caves in Unity. To do this, I am trying to use cellular automata. I found the following(Rouge Basin Cellular Automata for Caves) that resembles what I am trying to accomplish. But ...
7
votes
2answers
1k 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 ...
7
votes
1answer
635 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 ...
6
votes
3answers
939 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
4k 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
1k views

How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one ...
6
votes
1answer
1k 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 ...
6
votes
1answer
620 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
3answers
447 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 ...