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

learn more… | top users | synonyms

4
votes
1answer
666 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
398 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
912 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
548 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
291 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
399 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
198 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
969 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
697 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
504 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 ...
4
votes
1answer
527 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 ...
3
votes
1answer
524 views

Is it possible to procedurally place objects in a non-gridded game?

I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded ...
1
vote
2answers
234 views

How to build Arena-ish level using grid tiles?

I had an idea of procedurally generating arena-type levels in which the player would either fight hordes of enemies, or another skilled opponent. The level would be built at the very start of the ...
3
votes
2answers
2k views

C# XNA: Effecient mesh building algorithm for voxel based terrain (“top” outside layer only, non-destructible)

To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad ...
18
votes
7answers
10k views

Algorithm for creating spheres?

Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions ...
2
votes
2answers
3k 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 ...
2
votes
2answers
541 views

How to create reproducible probability in map generation?

So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 ...
6
votes
3answers
770 views

Is it better to hard code data or find an algorithm?

I've been working on a boardgame that has a hex grid as this board: Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I ...
1
vote
1answer
924 views

Realistic planetary terrain generation with weights

I need terrain generation for a planet. The planet will be divided up into several hundred hexes, and I need it to be realistic and based on weights. I have dabbled in terrain generation before, but ...
1
vote
1answer
307 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 ...
5
votes
2answers
553 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 ...
1
vote
2answers
430 views

How to randomly create stars in the background?

My player flies around the screen in any direction he wants, and the camera follows him. There are stars in the background. I can't figure out how to randomly generate the stars. I made a star ...
5
votes
1answer
292 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
votes
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 ...
3
votes
1answer
352 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 ...
5
votes
1answer
180 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 ...
1
vote
0answers
80 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 ...
0
votes
2answers
316 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
524 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
361 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 ...
12
votes
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 ...
-6
votes
1answer
219 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 ...
8
votes
3answers
2k 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
462 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
425 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 ...
5
votes
2answers
460 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 ...
-1
votes
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 ...
3
votes
1answer
644 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 ...
0
votes
1answer
832 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 ...
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 ...
1
vote
0answers
112 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 ...
2
votes
2answers
1k 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 ...
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 ...
3
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 ...
9
votes
2answers
337 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 ...