Procedural generation is the construction of content based on algorithms and calculations rather than by hand.

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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 ...
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1answer
2k 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 ...
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1answer
421 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 ...
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2answers
153 views

Vector math to calculate the rotation and drift of a tectonic plate?

I've been following the excellent Experilous procedural planet generation post, trying to recreate it in Java using libGDX. My planet is simpler, as it lacks any distortion of the mesh. It's just ...
3
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1answer
320 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
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1answer
65 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
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1answer
66 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, ...
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1answer
63 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 ...
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1answer
412 views

Generating mesh along path

I'm currently trying to generate a path along an array of points(Vector3) This is the result i'm currently getting The dark gray points are the given path The red points are the generated verticies ...
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1answer
532 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 ...
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1answer
922 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 ...
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1answer
446 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 ...
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1answer
548 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... ...
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385 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 ...
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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 ...
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2answers
628 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 ...
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1answer
726 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 generator(...
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2answers
599 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 ...
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2answers
235 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 ...
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2answers
476 views

Perlin Noise Help

Okay so I have been trying to make perlin noise, fractal noise to be specific, with mixed success. What I do is I fill 5 arrays with white noise, basically just floating point values. Each array is ...
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2answers
363 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 ...
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2answers
768 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 &...
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1answer
121 views

How do I avoid lag when dynamically loading a map chunk?

I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
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1answer
350 views

TopDown Island Generation

I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions: 1.Fast, simple procedural 2d island generation 2.Generating ...
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3answers
527 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 ...
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1answer
3k views

Fast, simple procedural 2d island generation

I need to generate tile data for an island based rpg, my goal is have something that looks like this (mountains not required): For the past few days I have been trying to figure out a satisfactory ...
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2answers
4k 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 ...
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1answer
433 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 ...
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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 ...
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1answer
100 views

Do >2-state cellular automata exist?

I'm trying to implement a zone system into my game that randomly sets chunks (the cells) to a certain value from a list and that would effect nearby chunks. It's basically a cellular automaton in ...
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1answer
227 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
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1answer
289 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: http://www.reddit.com/r/gamedev/comments/1g4eae/...
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1answer
512 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 ...
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2answers
1k 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 ...
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1answer
757 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
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1answer
146 views

What is the state of the art in procedural character animations? [closed]

I'm a programmer and I'm interested in programmatic character animation — walking or running, bipedal or many-legged: what is the state of the art today? I heard about NaturalMotion's Euphoria system ...
2
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1answer
224 views

Why are dungeons so often created subtractively rather than additively?

I'm having difficult deciding on how to procedurally generate a dungeon floor. The way I've been doing it so far is like so: Populate list of Rooms with random height and width. Place first room in ...
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1answer
183 views

How can I generate an infinite procedural road?

I'm currently trying to make a game where the player races others along an infinite, more-or-less straight, road. By "more-or-less straight", I mean that the road goes straight ahead (the player can'...
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2answers
219 views

Generate next chunk with perlin noise

I'm actually trying to generate a level with procedural generation using perlin noise. So one chunk has a size of 30x30, it's a float 2d array and at first I'm filling it with values between 0 and 1. ...
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1answer
974 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
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1answer
418 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
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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
729 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 ...
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2answers
5k 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
311 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
116 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". Currently,...
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1answer
512 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 ...
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1answer
552 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 ...
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1answer
231 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 ...
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1answer
71 views

Keep track of VoxelData/NPC in parallel Level

Background I'm tring to make a First-Person-Shooter Game in a Voxel-World (Finit Size) with Unity3d. The Player has some kind of a Base that he has to protect against Enemy units. There are also ...