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

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1answer
258 views

How to decompose a rectangular shape in a Voronoi diagram, only generating convex shapes?

I think this is a very straighforward question, lets say i have a building in 2D, a rectangle shape. Now i want to decompose that area in a lot of convex shapes, as seen in a voronoi diagram, or ...
32
votes
3answers
7k views

How do audio based games such as Audiosurf and Beat Hazard work?

Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games ...
16
votes
1answer
17k views

How does Minecraft world generation happen?

How does Minecraft create completely unique worlds and biomes, from a seed?
5
votes
2answers
513 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
264 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 ...
16
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3answers
2k views

How can I generate random lakes and rivers in my game?

I have a 2D block building game and am trying to make randomly generated lakes and rivers. I have looked into the Perlin noise algorithm, but, I couldn't get it to generate random and nice results. I ...
35
votes
7answers
10k views

How to generate random level from a seed?

How would I go about using a random seed to generate a game level? The same seed should always generate the exact same level. For this example it would be a Worms style level. So each level would ...
3
votes
1answer
329 views

Procedural mesh generation from raytracer

I'm interested in applying the following technique: Define game objects using a object definition DSL similar to what you would use for a raytracer (e.g. POVRay) Use a specialised raytracer to ...
12
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1answer
3k views

Procedural Mesh: UV mapping

I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to. The idea is to have the texture painted only once over the whole ...
34
votes
3answers
20k views

How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
1
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0answers
74 views

What is the most effective way to create a set of collision points for an aribitrary mesh?

In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
11
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5answers
4k views

How is a 3d perlin noise function used to generate terrain?

I can wrap my head around using a 2d perlin noise function to generate the height value but I don't understand why a 3d perlin noise function would be used. In Notch's blog, ...
0
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2answers
301 views

Animating a jellyfish hardcoding?

I have drew a hemi-sphere by myself, and would like to do basic jellyfish animation by animating the vertices of the hemi-sphere. I tried a lot of experiments but it seems I'm doing it wrong. I need ...
6
votes
1answer
497 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 ...
1
vote
1answer
348 views

How do I generate a level randomly?

I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to ...
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votes
1answer
206 views

Representing heightmaps, on disk and when drawing

This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to ...
-1
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3answers
3k views

3D Procedural Planet Generation [closed]

I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
8
votes
3answers
1k 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 ...
3
votes
3answers
438 views

What are the techniques used to save space with very large levels?

Some days ago I was thinking "how would I store the real world into a continuous game level ?". I guess it must have been some challenge for RockStar engineers (for GTA 4 or Red Dead Redemption) or ...
2
votes
1answer
402 views

How do I generate coins in a pattern?

In my game you collect coins (surprise!). At the moment I generate them like this: Find a random position given a rectangle (eg. the screen size) and generate a coin Possible positions are left and ...
-1
votes
1answer
1k views

3D Procedural Planet Generation - Resource [closed]

I don't know if the question fits on this site (if it doesn't I'll gladly accept any invitation to move it elsewhere), anyhow, I have found this Really great resource on 3D Procedural Planet ...
4
votes
4answers
1k views

Working with 3D Noise

I am using a simplex 2D noise to generate my worlds so far. This however was never the plan and has the downside that I basically can only generate a heightmap. Instead I want to aim for floating ...
5
votes
2answers
416 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 ...
3
votes
1answer
566 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 ...
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 ...
0
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1answer
810 views

Large Blob of landmass in Minecraft Terrain Engine in XNA

I am creating a Minecraft Terrain engine in XNA, and want to create a large blob/cluster of blocks, in a random sort of blob thing, shaped somewhat like the stuff under the Volume Rendering heading on ...
16
votes
3answers
2k views

How can I generate floating land masses for a Minecraft-like engine?

I am creating a Minecraft-like engine in XNA. What I want to do is create floating islands similar to the one shown in this video: http://www.youtube.com/watch?v=gqHVOEPQK5g&feature=related ...
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 ...
2
votes
2answers
964 views

Creating a basic character skeleton from code

I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is to use the code to generate a simple creature skeleton (I'll get to the skin ...
1
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0answers
111 views

Creating a model procedurally through coding? [duplicate]

Possible Duplicate: Creating a basic character skeleton from code I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is ...
8
votes
6answers
616 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, ...
2
votes
1answer
1k views

Generating spherical world from heightmapped terrain

I am using a standard heightmapped procedural terrain in my project. However, I want the terrain to appear spherical when the user zooms out. This is an attempt to simulate the appearance of a ...
16
votes
4answers
4k views

Simple noise generation

I'm looking to generate noise that looks like this: (images courtesy of Understanding Perlin Noise) I'm basically looking for noise with lots of small "ripples". The following is undesirable: ...
9
votes
2answers
329 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 ...
1
vote
1answer
128 views

Help with puzzle game

I have a pattern game and it is almost done however I am stuck on the last part. I have a screen with 25 blocks (in a table format 5x5) and the user clicks on it to turn over the blocks, I need to ...
18
votes
6answers
7k views

What is the simplest method to generate smooth terrain for a 2d game?

What is the simplest method to generate smooth terrain for a 2d game like "Moon Buggy" or "Route 960"? I got an answer at stackoverflow.com about generate an array of random heights and blur them ...
3
votes
3answers
1k views

How did they do it: Trine 2.5d terrain?

How did they make the terrain in trine? I think they took a polygon approach. It doesn't seem that they used a heightmap because it is in all three vectors, or a voxel method because it doesn't have ...
16
votes
3answers
1k views

A simple map, four biomes, and how to distribute them

Here's the basic idea: I've got a Rogue-ish, perhaps Dwarf Fortress-ish game, with a randomly generated overworld and several dungeon entrances scattered around it. I already have the dungeons ...
24
votes
2answers
3k views

How can I generate Worms-style terrain?

I'm working on a Worms-styled game and want to generate some terrain procedurally. I've previously done a lot of terrain generation using perlin noise, and this is what I started out using for this ...
2
votes
2answers
992 views

Different ways to store a 2D map/landscape in XNA

I was looking around at this site about eight months ago and wish I saved the location of this topic but I was wondering the different map rendering styles that you can do in XNA. The one style I ...
10
votes
3answers
2k 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
2answers
546 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 ...
6
votes
3answers
998 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 ...
5
votes
2answers
530 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
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 ...
1
vote
0answers
593 views

How can I simulate a randomly-generated universe? [duplicate]

Possible Duplicate: How to generate a universe? Were would I start looking if I wanted to develop an engine to simulate space at random. Things like black holes, galaxies at distance and ...
1
vote
1answer
3k views

Create vertices + indices for cylinder with triangle strips

I'm trying to create vertex and index buffer for a cylinder (in OpenGL, but it shouldn't matter). I think my vertex buffer is fine (I checked drawing with GL_POINTS). Here's the code that builds it: ...
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, ...
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votes
1answer
530 views

Dungeon map generator not working in javascript

I am trying to convert this dungeon algorithm from java into javascript, however, my script works 70% of the time. When it works, the rooms are missing a wall on one side, and when it does not work, ...