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

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4
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0answers
92 views

Procedural Breakout level generation [closed]

I am currently developing a Breakout game for a school project, and I've decided to use it as an opportunity to get started with procedural content generation. I took a quick look at some of the basic ...
4
votes
0answers
116 views

How can I create a set of collision points for an arbitrary 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 ...
3
votes
2answers
265 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. ...
3
votes
3answers
551 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 ...
3
votes
3answers
2k 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 ...
3
votes
2answers
553 views

How can I “grow” regions representing countries in a 2D grid?

My friend started to make a 'country-generator' type of thing. We have some starting points, and we want to 'grow' countries from them randomly until the whole area is filled. What's is an effect ...
3
votes
2answers
2k 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 ...
3
votes
1answer
467 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 ...
3
votes
3answers
403 views

How do I get the seed of a randomly generated level?

I intend to use the Mersenne twister to generate a level using a seed , but I also want to make fixed levels, so for now I'm using XML to store data of the level (~40 numbers). However, it would be ...
3
votes
3answers
177 views

Procedural Dungeon Generation Connect Rooms With Passageways

I've been working on a simple procedural generation class which currently places rooms on a x, y grid and selects a starting room. Each room needs to be connected with passageways so the player will ...
3
votes
2answers
6k views

2D and 3D Perlin Noise Terrain Generation

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...
3
votes
2answers
314 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.
3
votes
2answers
406 views

Question about Monster Rancher/My Brute generators

I want to build a system based on the idea of Monster Rancher's monster generation system. First, is it legal per se? Obviously, I don't know how they built theirs and I will be generating my own ...
3
votes
1answer
261 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 ...
3
votes
2answers
382 views

How do I randomly position objects without overlap?

I'm studying a little about procedurally generating levels and decided to start with a vertical scrolling game. I would like to position some platforms vertically in my scene. So far, I've used a ...
3
votes
1answer
769 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 ...
3
votes
1answer
527 views

generating random block-based worlds with 3D noise

I want to create a 3D block-based infinite world. For any block, I want to be able to compute its block type. 3D perlin noise is the usual building block of such a world. If you ask the 3D noise ...
3
votes
2answers
1k 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 ...
3
votes
2answers
2k 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 ...
3
votes
1answer
2k 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 ...
3
votes
3answers
447 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 ...
3
votes
1answer
2k 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 ...
3
votes
3answers
1k views

Algorithm for game difficulty/pacing curve generation in single player RPG

I'm looking at this article about pacing in entertainment and games. It suggests that all good entertainment roughly follows a pacing/engagement curve like Star Wars(below). I'm interested in how I ...
3
votes
4answers
691 views

Dynamic Terrain Triangulation

Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well). The reason I say "Dynamic" is because I ...
3
votes
1answer
457 views

Placing nodes in a graph in a random but readable way

I'd like to create a simple map from vertices and lines - you know, like a usual graph. A tree, to be precise. To select the location of the next point that comes from one, I use a simple ...
3
votes
2answers
864 views

Reducing overdraw cost: does triangle ordering matter?

I'm working on a project with procedural geometry, and will potentially have lots of opaque faces overlapping within the same model. Imagine an onion's layers. My understanding is it is better to draw ...
3
votes
1answer
92 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
3
votes
1answer
183 views

Getting name fragments for a name generator

Back again to ask more about name generation -- this time about the dictionary of syllables which I apparently need to reliably generate a name. For reference, my last question. I've written a little ...
3
votes
2answers
209 views

How to detect Lagoons and Lakes on a random Island Map

I have an engine which generates random Islands. At the moment it tends to generate quite a lot of lagoons and lakes. I would like to know of a feasible way of detecting them so that I can mark them ...
3
votes
1answer
1k views

How can I generate biome borders?

I'm looking for ways to generate random biome borders (like what Minecraft has). One technique involves choosing specific biomes based on (eg) a rainfall map and a temperature map. But that just ...
3
votes
1answer
377 views

Manipulating Perlin noise output to create different ore veins in different depths

I am developing a simple project using Java, for Android. It is a side-scroller with a procedurally generated, infinite world. Most of the generation will be working on underground but I expect the ...
3
votes
1answer
1k 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
1answer
171 views

Removing seams between procedurally-generated spherical terrain tiles

I'm working on procedural planet generation project in Unity. To create a sphere, I use the following technique: Create six planes arranged as faces of a cube Normalize all vertices' positions to ...
3
votes
1answer
54 views

Vertex position problem for connected lines

I’m trying to generate a mesh to display connected segments representing street lines in a mini map. I have problem with vertex orientation that my math knowledge has hard time to resolve. Let’s ...
3
votes
1answer
53 views

Question on specific custom inspector

Ive just finished Alex Stv's Voxel tutorial on http://alexstv.com/index.php/category/voxel-tutorial, and realized it would be very handy to have a custom inspector for the TerrainGenerator variables, ...
3
votes
2answers
2k 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
1answer
462 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 ...
3
votes
1answer
892 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
423 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
544 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
1answer
48 views

How do I control texture appearance based on game play events?

In an FPS I am developing, I am procedurally altering the appearance of textures based on game play events, and would like to know if the way I have implemented this was a good idea. Right now, on ...
3
votes
1answer
153 views

Curvilinear distortion for mapping texture on quad sphere

I'm using the formula I've found here to map procedural texture on to a quad sphere. For example I'm working with a 3d panoramic cube map that I've generated with a simplex noise. Each face of the ...
3
votes
0answers
262 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
344 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
905 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
3answers
2k 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
2answers
574 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
1answer
664 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
535 views

How do I do random isometric paths?

I'm working on an isometric city generator, and I am looking for a little push in the right direction. I'm looking to randomly generate roads on an isometric plane. I have never done path making ...
2
votes
2answers
226 views

Manually creating cycles in planar, procedural trees?

I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...