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

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3
votes
1answer
376 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 ...
2
votes
1answer
611 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 ...
3
votes
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, ...
1
vote
1answer
78 views

How can I apply Perlin noise to generating an asteroid from cubic voxels?

I know I can use Perlin noise to generate randomised terrains, but for my current project i want to generate random asteroids of non-uniform length, width depth etc. My first thought was to apply ...
68
votes
5answers
18k 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
3answers
1k 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 real-...
17
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 ...
15
votes
3answers
1k views

What is the difference between “dynamic generation” and “procedural generation”?

When I think of a dynamically generated game, I think of things like Diablo with randomly generated levels. When I think of a procedurally generated game, I think of things like Flappy Bird and other ...
2
votes
1answer
135 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 ...
10
votes
4answers
2k views

How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
0
votes
1answer
149 views

Game states & passing data between scenes

I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (...
9
votes
3answers
320 views

How to generate a city street network?

I would like to create a city generator for a game, but I am facing a problem at the very start of the generation: the road system. As it is a medieval world, I don't want a grid plan like many ...
4
votes
1answer
256 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 ...
1
vote
2answers
73 views

How do I implement level generation based on graph grammars?

I'm looking to do some pseudo-random map generation using graph grammars (graph rewriting). However, most of what I can find online on this is purely academic and, while helpful, doesn't have any ...
3
votes
1answer
102 views

Why create meshes instead of using Planes?

I'm working on a top down 2D game in Unity and I want to create levels dynamically. All tutorials I find tend to talk about generating meshes so I've followed some great tutorials such as this one. ...
1
vote
5answers
2k views

Unity procedural TileMap generation without creating gameobject per tile

I've been searching all over the internet to find a efficient way to create procedural tilemap without creating a gameobject per each tile. There is none, or simply i couldn't find it, because i ...
0
votes
0answers
51 views

Why does my world generation code perform poorly on large inputs?

I'm writing some code to procedurally generate some islands in real time. The idea is to choose some points for each chunk, and for each tile calculate the distance from those points, then combine it ...
5
votes
0answers
102 views

Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
0
votes
0answers
41 views

Generating a set of islands in real time

With thismethod I can create multiple separated islands just by randomly choosing a point as the center for a gradient. Now what I want to do is to have a system of real time generation like the one ...
4
votes
1answer
103 views

Creating a set of islands by subtracting gradient values from a Perlin noise

The answers to this question explains fairly well how to create a big island in the center of the screen by setting up a gradient and then subtracting its value from a Perlin Noise. Anyway they ...
9
votes
4answers
318 views

Procedural Generation, Game Updates, & Butterfly Effect

NOTE: I asked this on Stack Overflow a few days ago but had very few views and no response. Figured I should ask on gamdev.stackexchange instead. This is a general question / request for advice on ...
7
votes
2answers
4k views

Procedural Generation of Galaxy

I'd like to generate galaxy using seed , with shape changing a bit and positioning X number of stars. I'd like to make it realistic (as possible). But i have absolutely no idea how i should do that. ...
22
votes
7answers
20k views

Algorithm for creating spheres?

Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions ...
1
vote
1answer
112 views

How to generate tile patterns in one dimension, then in a second dimension?

I'm trying to do a 2D Game that tries to emulate the Crossy Road game logic with the Java's GUI programming environment as a college project. I'm having issues designing the way the 'roads' are ...
3
votes
1answer
105 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much ...
0
votes
0answers
39 views

Dual Marching Cubes QEF Explanation

I've been stumped by trying to fully wrap my head around the formula presented for the QEF formula presented within the dual marching cubes paper. The formula that is presented is such: w = actual ...
1
vote
1answer
54 views

Gameobjects disappearing when changing renderer.material.color

I'm generating an array of objects using this code: while(currentPosition.z < poolSize){ var ringObj = GameObject.Instantiate(ring) as GameObject; ringObj.transform....
0
votes
1answer
170 views

1D Perlin Noise Game in Unity

I'm working on a 2D side-scrolling game in the Unity engine. I am using the 1-Dimensional Perlin Noise function and using pseudo-code. I can't use two links so I'll provide a link to imgur with the ...
3
votes
2answers
144 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 ...
0
votes
0answers
50 views

How i can make a spherical world with Cubiquity in Unity

I would like to make a spherical planet with cubiquity in Unity 5, how could I do it with a for (), so I could one cubic planet. Can anybody help me?
3
votes
2answers
77 views

Procedural generation of jagged peaks

I would like to generate random cave type backgrounds similar to the one shown below. I doubt anything I generate will look as good as the image, but something with that feel of sharp, jagged peak ...
4
votes
1answer
206 views

How do I generate random mountains in a sidescroller?

So I'm trying to make a simplified Terraria style world using Perlin noise. I got that working and the terrain is randomized. However the terrain always looks like like a weird cosines curve. Hills ...
0
votes
3answers
114 views

How To generate spiky terrain in 2D?

I am learning game design, and wanted to know how one can automatically generate spiky terrain (something like this: Cavernaut, notice, the terrain at the sides?). I have heard about midpoint ...
3
votes
1answer
58 views

What is the mesh generation technique shown in Chrome Music Lab?

The Google toy of the day, https://musiclab.chromeexperiments.com/Spectrogram, features a continuously scrolling 3D render of a shape with cross sections that seem to equal the spectrograph of sound ...
6
votes
1answer
1k views

How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one ...
17
votes
3answers
26k views

How can I create a random “world” in a tile engine?

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this? The procedural generation algorithms I have ...
4
votes
2answers
224 views

How does one generate mountains out of a Fourier transform?

I am watching this IGN video of No Man's Sky in which the founder/programmer of this game talks about how different is his game from other games. Here he talks about how mathematical equations instead ...
0
votes
1answer
101 views

Random layout rooms with intersecting walls

I am trying to layout few rectangle rooms on un unlimited map. The main condition is that every next room has to intersect with one of already placed with at least one point of the wall. The number,...
3
votes
2answers
7k 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 ...
5
votes
1answer
226 views

What is best method for 2D pathfinding in procedural world?

I have been researching path-finding for 2D games and would like to create a system that allows A* to perform as best as possible over a near infinite world. This system is intended to manage not only ...
2
votes
1answer
95 views

Simplyfing/dissolving octree to simple boxes by adjacent octants with similar traits

I am looking forward to create a navigation volume to be utilized by AI actors. The approach I am trying to tackle here is to first generate an octree and associate with respectable flags/data (type, ...
1
vote
1answer
68 views

Floating point determinism with respect to procedural generation, clustering and GPU offloading

I've been designing a distributed procedural generation system for a while now in my spare time and one of the problem's I've been thinking about recently, with respect to the broader architecture, is ...
0
votes
1answer
74 views

Show procedural map without running the game?

Currently I have a script that generates prefabs by code and I'm wondering if I could show a certain "seed" of that map without actually running the game. The reason why is that I often want to tweak ...
3
votes
1answer
61 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 ...
9
votes
2answers
183 views

Terracing mountain features

I'm looking to replicate a procedural terrain effect I found on a portfolio/blog site a few days ago. Quoting the site, the terracing was generated through, "multiplying [the final height] by some ...
1
vote
1answer
94 views

Adjacency in procedural generation of dungeon

I wanted to make a procedural dungeon experimenting a new approach, it works nice for random-meaningless content (in example a procedural background to a level), however when I want it to be not-so-...
7
votes
3answers
257 views

Why can't I patch my procedural terrain together?

I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
4
votes
1answer
178 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 ...
4
votes
0answers
115 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 ...
0
votes
0answers
47 views

What is the best way to group lots of squares into one VBO?

I'm making my first game in OpenGL, using procedural generation, and it is a similar concept to Terraria. At the moment, I have one, very small VBO for a square ('block') and an EBO for its vertices. ...