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

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2answers
226 views

Creating weapons/armor procedurally

In my current project I am creating a 2d game (rpg) which should be able to dynamically create new weapons and armor based on different components. So, i.e. a sample weapon would consist of barrel1, ...
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1answer
723 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 ...
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2answers
208 views

Perlin Noise Variations

Currently I'm making a voxel survival game. About a month ago I embarked on procedurally generating terrain using Perlin noise. I understand how to use and apply it for the most part. However I do not ...
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2answers
903 views

Procedual terrain generation and biomes/predetermined variation

So I already have some (currently 2D possibly 3D later) simplex noise generation going, and with some experimenting I can make a map for plains, hills, mountains, etc The problem now is I want to ...
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1answer
561 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 ...
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1answer
1k views

Best way to go with 3D dungeon crawler generation [closed]

I'm trying to prototype a little 3D dungeon crawler. That is, the same system as any rogue-like : A map with little rooms, linked by hallways. But in 3D. The world is still in blocks, but I can go ...
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2answers
232 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 ...
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1answer
4k views

Create vertices + indices for cylinder with triangle strips

I'm trying to create vertex and index buffer for a cylinder (in OpenGL, but it shouldn't matter). I think my vertex buffer is fine (I checked drawing with GL_POINTS). Here's the code that builds it: ...
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1answer
160 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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0answers
91 views

Kicking of the story in an RPG [closed]

I am currently working on a RPG with heavy procedurally content generation. Most of the map and the plot is getting generated procedurally over time. The game also makes use of permadeath. On dying, ...
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1answer
948 views

How to crop or mask a sprite to a specific shape in Unity (2D)?

I'm trying to do a procedural 2D terrain generation. I've managed to make the function to generate the points, and I've been testing/debugging by creating the terrain using a 2D polygon collider on an ...
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0answers
143 views

What's the best engine for a procedural game that doesn't compromise on graphics? [closed]

We have a very interesting idea for a new game mechanic that would allow us to make our game procedural and entertaining. To bring this game to life, we need the ability to generate the game world on ...
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0answers
58 views

Appropriate 3D Framework for procedural game (linux and mobile) [closed]

I'm building a game where both gameplay AND assets are primarily based on procedural generation of rules. Asset features; like colors, meshes, and textures, are associated with game rules, which will ...
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0answers
396 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 ...
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0answers
197 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 ...
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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 ...
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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 ...
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1answer
131 views

Help with puzzle game

I have a pattern game and it is almost done however I am stuck on the last part. I have a screen with 25 blocks (in a table format 5x5) and the user clicks on it to turn over the blocks, I need to ...
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0answers
596 views

How can I simulate a randomly-generated universe? [duplicate]

Possible Duplicate: How to generate a universe? Were would I start looking if I wanted to develop an engine to simulate space at random. Things like black holes, galaxies at distance and ...
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1answer
568 views

What is the difference between the marching cubes algorithm and metaballs?

After doing some research, I found out about the marching cubes algorithm and "metaballs". How exactly do they differ?
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1answer
227 views

Can I programmatically generate textures in java?

Is it possible to programmatically generate textures in Java, textures that could then be used to cover in game objects?
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2answers
313 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 ...
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3answers
164 views

Ensuring that a randomly generated galaxy wont place stars inside one another?

I'm attempting to build a game with a spiral galaxy design. In doing so I followed a short guide on making the rough layout of the galaxy. My code works, but the "stars" (I'm bad with variable names, ...
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1answer
75 views

How do I procedurally generate level like in Dino Run, or Tiny Wings?

I'm looking to create a game like Dino Run, where I will need to create large slopes for a level, procedurally generated. How do I go about this? Do I have to make certain predefined pieces of level ...
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4answers
316 views

Carve river beds into existing 3d procedural generated terrain

Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result. I'd like to know if exists an algorithm to apply to an ...
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1answer
152 views

Help with concrete examples of Perlin Noise variables for terrain generation

I believe this question can help beginner game developers. I've looked through a dozen or so answers on perlin noise here and on Stackoverflow, and found only 1 concrete implementation of perlin noise ...
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1answer
162 views

How can I generate natural-looking tree leaves in a Minecraft-like world?

I'm moving from working on 3D block-world terrain to more specific features like tree leaves and ore veins (the ore veins will likely be done with my existing Perlin noise for the terrain). One thing ...
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2answers
425 views

Roguelike corridor creation; Connecting rooms

I have a simple Tile[,] that I populate with Rooms. Now I need to connect the rooms with a single tile wide corridor. At first I used A* to hook up the rooms but that, of course, get's the best path ...
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1answer
230 views

Create Random Platformer-Gameworld

Evening. I created a xna-game like the iOS Platformer game "Banana Kong". The level-layers are currently saved as XML files. Example: <level> <layer1> <tile type="0" ...
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1answer
130 views

Transmit map vs Transmit seed

Given a map created with procedural generation algorithms, should the server transmit the seed used to generate this map (so client must contain the same algorithm) or maybe send all the information?. ...
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2answers
615 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 ...
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1answer
831 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 ...
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1answer
76 views

How to properly generate walls simulating perspective around stone in a cave-like level made of squares?

Long story short. My levels tiles currently look like this: And i want them to look like this: My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing ...
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1answer
306 views

Random/procedural generation of puzzle-platform levels

I have an idea for a puzzle-platform game where the levels would be randomly generated. Creating a random generation is relatively simple. What's not easy is checking that randomly generated level to ...
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1answer
109 views

Which parts to draw in an infinite world?

I have an infinite world (from Perlin Noise). The world is generated in sectors that are that are big cubes (each with a random colour, in the image above; my sectors are 10x10x10). I'm currently ...
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1answer
180 views

Using a permutation table for simplex noise without storing it

Generating Simplex noise requires a permutation table for randomisation (e.g. see this question or this example). In some applications, we need to persist the state of the permutation table. This can ...
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1answer
581 views

Character movement on a 2D tile map

I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi ...
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2answers
117 views

Moving camera along generated terrain?

I'm generating my terrain on the GPU, using diamond square subdivision (no height map involved). How can I anchor the camera's position to always be on top of the generated terrain? Thanks
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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 ...
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1answer
12 views

What does the “random element” do in Cellular Automata

I'm reading this post on TutsPlus regarding procedural level generation using cellular automata. My question arises in this code snippet: float chanceToStartAlive = 0.45f; public boolean[][] ...
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1answer
97 views

What kind of algorithms could I use to generate biome borders like in Minecraft? [duplicate]

After I've found this post I'm curious what kind of algorithms they use to generate these shapes (second image). I can't imagine that the basic shapes are basing on a perlin or simplex noise or a ...
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1answer
33 views

Generate data points for shape based on an image

I am generating data points for 2d destructible scenery. Presently I had 5 for-loops (for a 5*7 2d structure) but will be expanding its resolution to outline a shape, but it will be horrible to code ...
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0answers
109 views

Procedural Tilemap generation

So i'm building a 2d game but i have never really done any procedural generation i followed the SFML tutorial for tilemaps and i have the maps loading what i know want to know is how can i convert the ...
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1answer
83 views

Can't get the logic behind my AABB collision

This is my collision detection function in the maze game im working at. I never made a game before and I dont have that much programming experience. The question I keep asking me continously is why ...
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0answers
36 views

Wrapping 3D noise functions like simplex and perlin in c# [duplicate]

I'm experimenting with loop-able worlds that have a height-map for terrain data. While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
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1answer
225 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
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0answers
155 views

bones programmatically in assimp

I am trying to animate a 3d hand object programmatically in Assimp, I have the 3d model being export to collada using Blender. But I have no idea how to go from one bone animate it and then go to the ...
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0answers
88 views

Obstacle generation on a grid

I have a 2D grid. I'd like to place items and obstacles randomly. I also have a starting point. My main goal is to place the obstacles in a way that all the items are still collectable. What is the ...
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0answers
397 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 ...
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2answers
488 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 ...