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

learn more… | top users | synonyms

6
votes
2answers
1k 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
279 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
959 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 ...
6
votes
2answers
760 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 ...
6
votes
1answer
8k 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 ...
6
votes
3answers
228 views

Smoothing edges on procedural terrain

Using perlin noise to create a procedural island for a tile-based game. My map is stored in a 2d array, with each tile having a type (deep water, shallow water, beach, grass, forest, hill, mountain). ...
6
votes
2answers
1k 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 ...
6
votes
3answers
3k 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 ...
6
votes
1answer
286 views

Building stable ecosystems

I'm interested in creating a world in which the behaviors of some of the elements are generated randomly or evolved. Is there a field of study or some well known work that deals with what it takes to ...
6
votes
3answers
10k 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
402 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
2answers
654 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
votes
1answer
208 views

What is best method for 2D pathfinding in procedural world?

I have been researching path-finding for 2D games and would like to create a system that allows A* to perform as best as possible over a near infinite world. This system is intended to manage not only ...
5
votes
3answers
352 views

What is the most appropriate path-finding solution for a very large proceduraly generated environment?

I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
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, ...
5
votes
2answers
145 views

How irregularly shaped rooms should be placed in a dungeon

I have made a procedurally generated dungeon that places every room successfully so it is accessible via at least one other room. A 'successfully' placed room is a room who's wall cells are right net ...
5
votes
2answers
134 views

How do I save a procedurally-generated map as binary level-data in C++? [closed]

For example, I'd like to do something as simple as a generating an array matrix using Conway's Game of Life and then filling each cell with particular data to be saved to a binary file. ...
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 ...
5
votes
1answer
901 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
493 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
1answer
1k views

Spherical fractal noise generator in shader

I have a growing sphere in space, and I thought of having a procedural generated texture over it. Since it is growing, I thought a fractal would be a great choice, because more details would be ...
5
votes
1answer
149 views

Adding terrain features to a perlin noise heightmap

I'm currently using Perlin Noise to generate heightmaps and model moisture levels as well as tree density to create terrain (in the form of 2D tilemaps - think dwarf fortress). How can I generate ...
5
votes
2answers
4k views

How would I implement procedurally generated tiles in libgdx?

I'm creating a simple top down Zelda-esque game in libgdx, and I want to implement tile-based dungeons that are procedurally generated, similar to this. Libgdx does have a class called TiledMap which ...
5
votes
1answer
679 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...
5
votes
1answer
670 views

How to vectorize a raster image edges into SVG paths?

I'm having a lot of trouble figuring out how to convert a 2D list of points into an SVG Path representing a political map border. I have completed all parts of a 2D terrain generator, including ...
5
votes
2answers
650 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
2answers
198 views

Diamond square algorithm

I'm working on generating terrain on already generated landmass. The landmass and ocean around it consist of hexagons. Hexagons aren't really a concern for me, because I can always interpolate the ...
5
votes
2answers
170 views

How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
5
votes
1answer
207 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 ...
5
votes
0answers
88 views

Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
4
votes
5answers
1k 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
2answers
8k views

Drawing a dynamic indicator for a field of view

My goal is to draw a dynamic indicator for a cube, which represents the field of view. The ideal indicator would look the same as in Metal Gear Solid(the blue ones): From what I have gathered, I ...
4
votes
4answers
2k 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
200 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 ...
4
votes
2answers
218 views

How does one generate mountains out of a Fourier transform?

I am watching this IGN video of No Man's Sky in which the founder/programmer of this game talks about how different is his game from other games. Here he talks about how mathematical equations instead ...
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 ...
4
votes
1answer
812 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?
4
votes
3answers
933 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 ...
4
votes
1answer
296 views

Filling a room with random furniture

This is a rather complex question and I'm more hoping for general algorithms anyone might have heard of. I wish to generate randomly sized rooms. Each of these rooms has a type and a corresponding ...
4
votes
2answers
717 views

How can I adapt “random walk” generation to very large maps?

The random (or drunkard's) walk is a great, simple algorithm that can generate very organic-looking maps, such as this: Unfortunately it seems to have poor scalability, making it unsuitable for ...
4
votes
1answer
595 views

Space Shooter “level” generation

I'm currently working on a 2.5D space shooter and there will be a survival mode in the game. I'd like a few suggestions on how to tackle the enemy generation problem. This is not procedural ...
4
votes
1answer
463 views

Generate planet like heightmaps

I would like to procedurally generate planets, but I don't know how to wrap a heightmap around a sphere. I already know how to generate plane heightmaps, but not how to generate spherical ones. Can ...
4
votes
1answer
88 views

Creating a set of islands by subtracting gradient values from a Perlin noise

The answers to this question explains fairly well how to create a big island in the center of the screen by setting up a gradient and then subtracting its value from a Perlin Noise. Anyway they ...
4
votes
2answers
384 views

Procedurally generate rivers for 2-d heightmap terrain

I created an algorithm to procedurally generate 2d worlds based on a heightmap grid. (I used a 2d simplex noise algorithm mapped on the inverse of the distance of each pixel from the center, to ...
4
votes
1answer
1k views

Algorithm for randomly generating reachable platforms

I want to randomly generate reachable platforms on the fly for a 2D game. Right now, I am just creating platforms at random x,y positions. Only 4 platforms can exist at once, so once the 5th one is ...
4
votes
1answer
810 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 ...
4
votes
1answer
158 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
4
votes
1answer
159 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
2answers
830 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 ...