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

learn more… | top users | synonyms

1
vote
1answer
3k views

2D and 3D Perlin Noise Terrain Generation

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...
6
votes
0answers
305 views

Is there a way to stop caching textures in runtime?

Procedural textures with substance 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 attempted to modify ...
3
votes
1answer
252 views

Manipulating Perlin noise output to create different ore veins in different depths

I am developing a simple project using Java, for Android. It is a side-scroller with a procedurally generated, infinite world. Most of the generation will be working on underground but I expect the ...
27
votes
2answers
2k views

Random/Procedural vs. Previously Made Level Generation

What the advantages/disadvantages of using random/procedural generation vs. pre-made levels? There seems to be few that I can think of, other than the fact that items may be a problem to distribute ...
0
votes
1answer
605 views

Character movement on a 2D tile map

I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi ...
2
votes
2answers
649 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 ...
6
votes
2answers
548 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 ...
10
votes
1answer
357 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 ...
2
votes
1answer
339 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 ...
1
vote
0answers
60 views

Appropriate 3D Framework for procedural game (linux and mobile) [closed]

I'm building a game where both gameplay AND assets are primarily based on procedural generation of rules. Asset features; like colors, meshes, and textures, are associated with game rules, which will ...
5
votes
1answer
477 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 ...
1
vote
1answer
1k views

Best way to go with 3D dungeon crawler generation [closed]

I'm trying to prototype a little 3D dungeon crawler. That is, the same system as any rogue-like : A map with little rooms, linked by hallways. But in 3D. The world is still in blocks, but I can go ...
2
votes
1answer
577 views

How to blend biomes with procedural terrain

I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion. ...
0
votes
2answers
123 views

Moving camera along generated terrain?

I'm generating my terrain on the GPU, using diamond square subdivision (no height map involved). How can I anchor the camera's position to always be on top of the generated terrain? Thanks
-1
votes
1answer
321 views

Generating a grid of cubes in 3D space [closed]

I am trying to generate a grid of cubes in 3D space and It aint workin... All im doing is for looping YXZ (in that order) (nested for loops) then im doing cubes[x][y][z] = ... (new Location(x,y,z)) ...
2
votes
3answers
786 views

Using random numbers with a bias

I appear to be awful at describing the question so I'll try and describe the problem. I want to add a random amount of heads to my creatures but I want to be able to determine several things. a) The ...
18
votes
4answers
2k views

A Simple Method To Create Island Map Mask

I'm searching for a nice and easy way to generate a mask for an island map with C#. Basically I'm using with a random heightmap generated with perlin noise, where the terrain is NOT surrounded by ...
4
votes
1answer
369 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 ...
3
votes
0answers
260 views

Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game? [closed]

First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game. The legality part ...
2
votes
1answer
486 views

Improving my Roguelike Dungeon generator? [closed]

I am looking to find improvements upon my Roguelike Dungeon generator. I find it is not 'roguelike' enough, with dungeons just looking like a mess more than anything. What would improve my ...
15
votes
1answer
620 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
778 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
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 ...
13
votes
1answer
944 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
232 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
575 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
961 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 ...
58
votes
4answers
4k 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
137 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
269 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
690 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
3k 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. ...
35
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
642 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
627 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
743 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
268 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
592 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
640 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
269 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
666 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
250 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
400 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
271 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 ...