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

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0
votes
2answers
673 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
272 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
683 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
3k 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
262 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
436 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
279 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 ...
6
votes
1answer
808 views

How do I generate a smooth random horizontal 2D tunnel? [duplicate]

I'd like to create a smoother version of the navigable and quite natural-looking random tunnel found in this classic helicopter game. It should ideally be... infinite, so more can be generated as ...
6
votes
2answers
3k views

Diamond-square terrain generation problem

I've implemented a diamond-square algorithm according to this article: http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2 The problem is that I get these steep cliffs all over the map. It ...
-1
votes
1answer
880 views

What causes the pre-1.8 Minecraft far lands to generate? [closed]

Before Minecraft Beta 1.8, when you reached about x:3000000 y:3000000, the terrain generator would freak out and begin generating broken scary land. What went on in the MC code to provoke this? Why ...
2
votes
2answers
3k views

How do I randomly generate a top-down 2D level with separate sections and is infinite?

I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to ...
10
votes
1answer
3k views

How can I easily create cloud texture maps?

I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they ...
2
votes
1answer
345 views

How do I efficiently generate chunks to fill entire screen when my player moves?

In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk ...
4
votes
2answers
596 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 ...
4
votes
1answer
692 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
420 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
1k 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
598 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
294 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
423 views

Procedural generation of game objects [on hold]

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
113 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
201 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
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 ...
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
728 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
579 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
564 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
579 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
238 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
12k 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
4k 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
566 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
789 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
976 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
325 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
561 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
452 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
300 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
2k 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
3k 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
362 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
185 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
82 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
325 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
537 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
364 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
4k 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
223 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 ...