The algorithmic generation of content in the middle of gameplay, as oppose to the manual placement of preset content and assets.
8
votes
1answer
616 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:
...
13
votes
2answers
2k views
2d Procedural universe generation
I want to create a flat universe, where at first the whole universe is blank.
That would be represented by a parallax scrolling nebula background image.
What I want to do is represent the planets ...
15
votes
3answers
2k views
How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?)
Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art ...
2
votes
1answer
179 views
Most efficient way to generate 2D portraits
I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game.
At first I tried to draw them and even ...
10
votes
4answers
1k views
Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it?
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 ...
3
votes
2answers
257 views
Algo for narrowing cavern
I'm in a bit of crunch time and I find myself spending way too much time tinkering with an algo, so I would like some help.
In the game I am working on, there are some old-style, pixelated minigames. ...
1
vote
3answers
483 views
Is there an approach in creating an AI Framework?
I am creating a board game using Actionscript 3.0. I've finished it to the point of the game playable with (computer players making random decision). I'm now working to create an AI framework/module ( ...
8
votes
3answers
715 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 ...
3
votes
1answer
936 views
How does a game like Doodlejump generate its “level”?
How does the game Doodlejump for iphone generate its stage? Are the platforms randomized in some way? If so, how do they make sure it doesn't generate impossible combinations?
If it's not ...
7
votes
2answers
680 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 ...
5
votes
2answers
872 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 ...
25
votes
7answers
11k views
What are some ideal algorithms for Rogue-like 2D dungeon generation?
What are some good resources regarding procedural content generation in the context of dungeon generation?
Closest article I could find was ...
7
votes
3answers
785 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 ...
14
votes
1answer
2k views
Procedural Generation of Infinite Level
What are some good approaches to procedurally generating an infinite 2d level? The level could be constrained in either dimension but not necessarily.
The approach that makes most sense to me so far ...
7
votes
2answers
552 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 ...
16
votes
7answers
5k views
Algorithm for generating a 2d maze
What algorithm have you used in the past to generate a simple 2d maze?
14
votes
1answer
1k views
What is “procedural generation” and how is it done?
I hear a lot about "procedural maps" and "procedural textures". What does that mean exactly, and what resources are there for learning these techniques in a game?