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

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41
votes
3answers
17k 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
844 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
1k 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 ...
23
votes
7answers
11k 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?
22
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, ...