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

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15
votes
1answer
596 views

How to simulate early politics? [duplicate]

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 ...
8
votes
2answers
708 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 ...
21
votes
2answers
1k 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 ...
13
votes
1answer
864 views

Making Procedurally Generated Top-Down Landscapes Interesting

I'm working on a game with a procedurally generated world. Ideally, I'd like to generate landscapes as beautiful as Minecraft's worlds are. Minecraft has chasms, and waterfalls, and mountains, and ...
0
votes
1answer
228 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" ...
1
vote
3answers
1k views

Methods of procedural terrain generation that can work using DirectX 9 (SM2.0)?

I'm working on a simple game / fun project that I want to be largely procedurally generated. At first I started by using boxels (Similar to Minecraft, but not textured) for the terrain and it came out ...
2
votes
2answers
559 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 ...
1
vote
2answers
890 views

How do I generate a 2d grid-based map without screwing it up?

I'm relatively new to the mechanics of game development - catching up fast, but there are still some things that escape me. For example: generating a fully-accessible map on a 2d grid. See the ...
57
votes
4answers
3k 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 ...
2
votes
2answers
2k 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. ...
0
votes
1answer
127 views

Transmit map vs Transmit seed

Given a map created with procedural generation algorithms, should the server transmit the seed used to generate this map (so client must contain the same algorithm) or maybe send all the information?. ...
12
votes
1answer
2k views

Smooth Voxel Terrain

As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain. If you haven't seen it before, here: So as you can ...
2
votes
1answer
258 views

Procedurally generating terrain in dead time before buffer swap

I'm using OpenGL/C++ in Windows, and my main loop looks like this: GLboolean done = GL_FALSE; auto_ptr l_world(new World); l_world->Init(); while (!done) { if ...
3
votes
1answer
604 views

Tweaking Heightmap Generation For Hexagon Grids

Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL. I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
13
votes
5answers
2k views

Generated 3d tree meshes

I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. ...
32
votes
3answers
4k views

Algorithms for rainfall + river creation in procedurally generated terrain

I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
2
votes
2answers
583 views

What is the best way to “carve” a terrain created from a heightmap?

I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in ...
4
votes
3answers
571 views

Seamless transition between planet and space

I have been curious about how this kind of seamless transition from space to planet can be implemented. It would be nice if someone could explain this as I can't really wrap my head around the ...
3
votes
1answer
717 views

Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns ...
2
votes
2answers
252 views

Procedural generation of physics-enabled structures (in a 2D world)

Is it possible to procedurally generate stable structures out of rigidbody objects at a reasonable runtime speed? Imagine Angry Birds's levels kind of structures but generated procedurally.
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
24
votes
8answers
3k 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 ...
1
vote
1answer
551 views

Infinite detail inside Perlin noise procedural mapping

I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's ...
0
votes
2answers
607 views

“Marching cubes” voxel terrain - triplanar texturing with depth?

I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass ...
4
votes
2answers
264 views

Level of detail algorithm not functioning correctly

I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The ...
2
votes
1answer
644 views

Can I randomly generate an endless road?

So suppose we stand on a position(x0, y0) of a map. We can only move on the horizontal plane(no jump and stuff) but we can move forward, left, or right (in a discrete math way, i.e. integer movement). ...
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 ...
1
vote
2answers
236 views

How should I generate and store the boundries of a cave?

I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about ...
1
vote
2answers
350 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 ...
2
votes
2answers
266 views

Procedural object generation and unique identification

My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game ...
5
votes
1answer
661 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
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 ...
-1
votes
1answer
741 views

What causes the pre-1.8 Minecraft far lands to generate? [closed]

Before Minecraft Beta 1.8, when you reached about x:3000000 y:3000000, the terrain generator would freak out and begin generating broken scary land. What went on in the MC code to provoke this? Why ...
2
votes
2answers
2k views

How do I randomly generate a top-down 2D level with separate sections and is infinite?

I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to ...
10
votes
1answer
2k 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 ...
2
votes
1answer
323 views

How do I efficiently generate chunks to fill entire screen when my player moves?

In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk ...
4
votes
2answers
544 views

Basic procedural generated content works, but how could I do the same in reverse?

My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or ...
4
votes
1answer
648 views

Island Generation Library

Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've ...
1
vote
0answers
388 views

Texture artifacts and GLSL bump mapping

I'm working on a 3d terrain. I tried out some existing GLSL implementations for bump mapping using normal maps from a Procedural Infinite 3D Cave Generation tutorial. The actual code that I used is ...
5
votes
2answers
850 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
1answer
520 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?
2
votes
1answer
288 views

Parallelizing creation of geometry chunks in minecraft-like game

In my game I separate creation of chunks into two stages. The first is where I generate the heightmap using simplex noise and the 2nd is when I create the actual vertex buffers. I do it like this so ...
0
votes
0answers
393 views

Procedural generation of game objects

right now in my game I generate all my objects at the start of the game off screen, then move them down the screen to give a "side scroller" effect, then once they hit the bottom of the screen move ...
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 ...
2
votes
1answer
111 views

How to combine image with a gradient? Or make it more featured in a different way

I generate an abstract 128x128 image, that is in general two-color (it uses values scaled between "blue" and "white", or other similar color pair). I need to make the image more "featured". ...
1
vote
0answers
194 views

Remove “dots” noise (like from dot-matrix printer)

I have 2D array of floats. Using the floats, I generate image by doing proportional selection of color from between COLOR_MIN, COLOR_MAX – for maximal float value at given (x,y), I choose COLOR_MAX ...
4
votes
5answers
940 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 ...
0
votes
1answer
1k views

Random terrain generation with caves

I am currently working on a small game that will generate a world with caves and entrances to the caves, something like Terraria if you will. Today I reached some trouble on the world/cave generation ...
2
votes
5answers
687 views

Need to create beautiful, random, abstract images

To generate random, beautiful, abstract images – which algorithms are not too complex and give good results? Maybe go for some special gfx library, that would draw lines with glow, etc. ? Thank you ...
0
votes
2answers
457 views

3D Vector “End Point” Calculation for procedural Vector Graphics

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 ...