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

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18
votes
6answers
8k views

What is the simplest method to generate smooth terrain for a 2d game?

What is the simplest method to generate smooth terrain for a 2d game like "Moon Buggy" or "Route 960"? I got an answer at stackoverflow.com about generate an array of random heights and blur them ...
15
votes
2answers
3k views

2d Procedural universe generation

I want to create a flat universe, where at first the whole universe is blank. That would be represented by a parallax scrolling nebula background image. What I want to do is represent the planets ...
17
votes
3answers
4k views

How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?)

Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art ...
10
votes
3answers
2k views

How do I generate terrain like that of Scorched Earth?

I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some terrain like that in Scorched Earth. ...
2
votes
1answer
197 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 ...
10
votes
4answers
2k views

Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it? [closed]

Besides programming, modeling an environment takes a great deal of time. I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future ...
3
votes
2answers
262 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. ...
8
votes
6answers
653 views

Ragdoll on alive creatures: has somebody already implemented it?

I find that a dead creature falling realistically is boring. I wonder, has any game implemented an animation system where the model moves depending of the muscle forces and the velocity of the limbs, ...
1
vote
3answers
577 views

Is there an approach in creating an AI Framework?

I am creating a board game using Actionscript 3.0. I've finished it to the point of the game playable with (computer players making random decision). I'm now working to create an AI framework/module ( ...
4
votes
4answers
1k views

Working with 3D Noise

I am using a simplex 2D noise to generate my worlds so far. This however was never the plan and has the downside that I basically can only generate a heightmap. Instead I want to aim for floating ...
9
votes
3answers
1k views

Reduce the number of edges of a graph, keeping it connected

I'm designing a game with random generated dungeons. I'd like to view this as a connected, undirected graph in which nodes are rooms and edges are doors or corridors. Then I choose a "side" node as ...
4
votes
1answer
1k views

How does a game like Doodlejump generate its “level”?

How does the game Doodlejump for iphone generate its stage? Are the platforms randomized in some way? If so, how do they make sure it doesn't generate impossible combinations? If it's not ...
14
votes
8answers
3k views

How do I create tileable solid noise for map generation?

Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant) I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my ...
17
votes
5answers
4k views

Procedural Planets, Heightmaps and Textures

I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM ...
5
votes
2answers
1k views

Where can I find code examples of different variations of Perlin noise?

I have seen the PCG wiki, and it is a great resource. But a lot of the articles are very brief and it is hard to find good links on specific things. I have been searching for ways to transform my ...
57
votes
5answers
13k views

Huge procedurally generated 'wilderness' worlds

I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could ...
7
votes
2answers
848 views

How to orient a surface normal to a cubic surface

The immediate question is: in HLSL, how can I orient a surface normal generated in UV space so that I can apply it to a cube face? The overall project is that I'm trying to build a procedural planet ...
34
votes
5answers
23k views

What are some ideal algorithms for Rogue-like 2D dungeon generation? [closed]

What are some good resources regarding procedural content generation in the context of dungeon generation? Closest article I could find was ...
7
votes
3answers
931 views

Generate levels in real-time with the Procedural CityEngine

Has anyone used the Procedural CityEngine to generate levels in real-time? It seems to get used in production or pre-production due to its sizable overhead, but has anyone tweaked it to run in ...
16
votes
1answer
3k views

Procedural Generation of Infinite Level

What are some good approaches to procedurally generating an infinite 2d level? The level could be constrained in either dimension but not necessarily. The approach that makes most sense to me so far ...
39
votes
3answers
14k views

How to generate random level from a seed? [closed]

How would I go about using a random seed to generate a game level? The same seed should always generate the exact same level. For this example it would be a Worms style level. So each level would ...
7
votes
2answers
772 views

How do I generate surface normals?

I have quite a few debug drawing methods in my engine that can generate geometry useful for debugging, like spheres and cubes. At the moment I do not generate any normals for these shapes. Is there ...
5
votes
6answers
2k views

Algorithm for drawing asteroids from, er… Asteroids game?

What would the algorithm be for generating/drawing the asteroid shapes from the original Asteroids game? Is it even an algorithm? Or would they be hard coded shapes? Here is a screenshot to jog your ...
10
votes
8answers
1k views

Best solution for “level string”?

I have a game that generates a random level map at the start of the level. I want to implement some way to save and load the level. I was thinking maybe XML would be a good option for saving all the ...
21
votes
7answers
10k views

Algorithm for generating a 2d maze

What algorithm have you used in the past to generate a simple 2d maze?
15
votes
1answer
3k views

What is “procedural generation” and how is it done?

I hear a lot about "procedural maps" and "procedural textures". What does that mean exactly, and what resources are there for learning these techniques in a game?
20
votes
6answers
4k views

What happened to procedurally generated textures?

I recall some time ago that procedurally generated textures were becoming a big deal that a lot of people/companies were really interested in with some serious benefits (smaller deployments, ...