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

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3
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1answer
910 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 ...
3
votes
3answers
819 views

Procedurally Generated Top View 2D RPG Map Generation

Procedural generation is a fascinating concept and is gaining popularity in the gaming industry. The thought of playing a game that has new content every-time the game is played is very exciting to ...
3
votes
1answer
818 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 ...
3
votes
1answer
384 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 ...
3
votes
1answer
529 views

Simulating a 2D rope from a top down perspective

I was wondering if anyone could point me to any resources and/or explain how to properly simulate a 2D rope from a top down perspective? I found a game that has the exact mechanic I'm looking for... ...
3
votes
2answers
871 views

C# - Separating Overlapping Rectangles

I'm trying to separate an arbitrary number of randomly sized rectangles, while still keeping them snapped to the grid, and somewhat packed together nicely. The goal is to start with something like ...
3
votes
0answers
238 views

What GPU culling techniques are appropriate for voxel spheres other than octrees? [closed]

I'm creating a dynamic smooth-voxel based world in the shape of a sphere. Right now my current approach is to spherize a cube, generate voxel terrain on each of the six patches, and then use octrees ...
3
votes
0answers
300 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
5answers
782 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 ...
2
votes
2answers
525 views

Cube worlds, instancing vs mesh generation

For a Minecraft type game, what are the pros and cons of hardware instancing the terrain vs generating a mesh of vertices based on what's visible? The terrain is dynamic so cubes will be ...
2
votes
3answers
1k 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 ...
2
votes
1answer
351 views

How do “procedural” and “random” generation differ?

To my understanding, everything that isn't directly created by a human is called "procedural". Procedural generation systems have different complexities and may consist of various algorithmic ...
2
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2answers
1k 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 ...
2
votes
1answer
567 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 ...
2
votes
2answers
288 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.
2
votes
2answers
300 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 ...
2
votes
2answers
619 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 ...
2
votes
1answer
161 views

Filling a room with random furniture

This is a rather complex question and I'm more hoping for general algorithms anyone might have heard of. I wish to generate randomly sized rooms. Each of these rooms has a type and a corresponding ...
2
votes
2answers
3k views

Algorithm for continuously generating a tile map for a topdown 2D game? [duplicate]

In essence, what I'm looking for is a procedural 2D tilemap continuously generated in a fashion like Minecraft - which is to say generated as the player approaches the edges of the already explored ...
2
votes
1answer
371 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 ...
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 ...
2
votes
2answers
1k 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 ...
2
votes
3answers
169 views

Algorithm for dividing a 2D grid into organic looking plates

the title pretty much says it all: How could one go about segmenting a 2D grid into smaller parts? My goal here is to create tectonic plates for further procedural world generation Details to ...
2
votes
1answer
156 views

How should we be storing procedurally generated behavioural code?

Me and a group of friends are developing a game and we've run into a road block. Before we describe that road block, here's a simplified explanation of our game: The game will be able to take in a ...
2
votes
1answer
126 views

Weird effect when generating gradients for height map

I am experimenting with generating height maps using radial gradients and perlin noise, using a technique I found here: ...
2
votes
1answer
673 views

Procedural Generation of tile-based 2d World

I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine. Now I want to generate the ground plane procedurally at run ...
2
votes
1answer
393 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 ...
2
votes
2answers
762 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 ...
2
votes
1answer
704 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). ...
2
votes
2answers
169 views

how to 'Scale up' my procedurally generated island/continent without losing its uniqueness?

Currently I am trying to make a procedural terrain generator. When I first started creating my terrain generator I decided to use a radial mask to generate my islands/continents like so: But as ...
2
votes
1answer
385 views

Procedural terrain generation

Currently I have a procedurally generated planet using multiple octaves of perlin noise. The thing is, that I don't generate heightmap, but rather get the values of perlin function and apply them ...
2
votes
1answer
631 views

Smooth Biome transitions with tile map?

I'm using a simplex noise system to generate height maps for an "infinite" 2d world map. It works perfectly - I can define which tile belongs at which height value, etc. However, I'm trying to add in ...
2
votes
1answer
348 views

How can I clean up and smooth out procedurally generated terrain?

I am experimenting with procedural content generation, and starting with generating terrain from fractional brownian noise. The terrain produced looks fairly realistic, but has many artifacts and ...
2
votes
2answers
996 views

How can I create an extending chain like the hookshot in Zelda in Unity?

In the Zelda games, there is an item called the hookshot. It is a small mechanical apparatus held in one hand that acts similar to, but not the same as the gun. When it is triggered, the hook at the ...
2
votes
3answers
2k 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
642 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 ...
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 ...
2
votes
1answer
296 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 ...
2
votes
1answer
115 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". ...
2
votes
1answer
481 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 ...
2
votes
1answer
203 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 ...
2
votes
2answers
100 views

How to select random points within grid meeting min/max distance requirements from each other?

I have a 2D grid map that is relatively large. I'd like to pick some semi-random points all over it (say N points). The rule I want to ensure here, though, is that any selected points are at least M ...
2
votes
2answers
305 views

How can I generate a 2D mountain landscape procedurally?

Every level in my game needs to have a different mountain landscape background generated automatically (but the landscape must be the same for each level). How could I generate such a landscape ...
2
votes
1answer
130 views

How to create polygons from tilemap areas?

I'm currently working on a project which needs simple AI's to walk around using pathfinding. I'm trying to find a way to generate a polygon based on the connected tiles (explained below), an i'm ...
2
votes
1answer
136 views

Rasterizing parametric solids in Minecraft voxel space

I'm trying to render giant procedurally generated trees in Minecraft. I have code that generates a tree model and represents it parametrically as a collection of cones and spheres using vectors and ...
2
votes
1answer
2k views

Procedural terrain - how to blend textures between dynamic meshes

I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
2
votes
1answer
486 views

Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator

I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak. I want to create large structures ...
2
votes
1answer
352 views

How do I make a natural-looking map from some Voronoi regions?

I'm using Voronoi regions to create a map for my game, much like this. However, the lines are too straight and perfect. How do I make the borders more natural looking? As in, less like US state ...
2
votes
1answer
65 views

How can I cut a graph representing 2D positions into two sub-graphs?

I have a graph where each node is associated with a 2D position. I would like to use a finite line to "cut" this graph into two halves, as shown below: Note that the cutting line does have a ...
2
votes
1answer
345 views

What concepts are used to procedurally generate video game content using music like in Audiosurf, Beat Hazard & Symphony?

I'm curious as to how video games like Audiosurf, Beat Hazard and Symphony procedurally generate content using music. What are the common concepts used to accomplish this? And in what way is the music ...