The algorithmic generation of content in the middle of gameplay, as oppose to the manual placement of preset content and assets.
5
votes
1answer
105 views
What methods are there for representing 3D terrain?
I'm making a terrain system which needs to be procedurally generated and would like to know my options. So far I know of: Height-field terrain, Vector-field terrain, and Voxel terrain. Is there ...
1
vote
1answer
96 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 ...
35
votes
2answers
1k views
Procedural… house with rooms generator
I've been looking at some algorithms and articles about procedurally generating a dungeon. The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements.
For ...
2
votes
1answer
108 views
How to blend biomes with procedural terrain
I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion.
...
0
votes
2answers
68 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
-3
votes
2answers
162 views
How do I make my code randomly generate platforms and scroll up simultaneously for a doodle jump-style game? [closed]
I'm making a platforming game that is similar to doodle jump. I have code with a preset lvl, but I want the game to generate platforms randomly as the player ascends. Another problem I have is that ...
-1
votes
0answers
71 views
Tile-Based Platformer Seed Terrain Genration [closed]
I'm planning to make my game generate infinity using a seed, but how would that work? I want the terrain to generate while the player walks. When the player starts, it generates a random seed and ...
0
votes
0answers
82 views
Tile-Based Platformer Infinite Terrain Generation
I'm using the LÖVE game engine (which uses Lua). My terrain generation works good. But I'm planning to make the terrain generate as the player walks so that the terrain will be infinite size. I'm ...
4
votes
2answers
238 views
Level of detail algorithm not functioning correctly
I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The ...
15
votes
6answers
3k 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
votes
1answer
103 views
Generating a grid of cubes in 3D space [closed]
I am trying to generate a grid of cubes in 3D space and It aint workin...
All im doing is for looping YXZ (in that order) (nested for loops) then im doing cubes[x][y][z] = ... (new Location(x,y,z))
...
2
votes
3answers
178 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 ...
3
votes
1answer
514 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 ...
15
votes
4answers
549 views
A Simple Method To Create Island Map Mask
I'm searching for a nice and easy way to generate a mask for an island map with C#.
Basically I'm using with a random heightmap generated with perlin noise, where the terrain is NOT surrounded by ...
3
votes
1answer
152 views
Space Shooter “level” generation
I'm currently working on a 2.5D space shooter and there will be a survival mode in the game. I'd like a few suggestions on how to tackle the enemy generation problem.
This is not procedural ...
3
votes
0answers
112 views
Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game?
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 ...
5
votes
2answers
531 views
How to remove floating terrain when generated with 3D Perlin Noise?
I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes.
My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
2
votes
1answer
245 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 ...
2
votes
1answer
224 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 ...
-1
votes
2answers
166 views
Lwjgl Random 2D Map Generation [closed]
First time poster here. I am somewhat (as in mid - low, closer to mid) experienced with Java but I seem to be having some trouble. I'm using the lwjgl library to make a "2D Minecraft-esque" game. ...
15
votes
1answer
290 views
How to simulate early politics? [duplicate]
I'm making a historically accurate game where the player can interact with past times and shape the future. The entire game is scientifically generated with math and real physics. (no, it won't have ...
0
votes
1answer
152 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" ...
8
votes
2answers
436 views
Random Zelda-style map generation
Im trying to randomly generate a map of rooms connected by doors, and I've succeeded in generating one using this code:
public void generate(GameContainer gc) {
rooms = new ...
15
votes
0answers
482 views
Atmospheric scattering sky from space artifacts
I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a ...
12
votes
1answer
448 views
Making Procedurally Generated Top-Down Landscapes Interesting
I'm working on a game with a procedurally generated world. Ideally, I'd like to generate landscapes as beautiful as Minecraft's worlds are. Minecraft has chasms, and waterfalls, and mountains, and ...
1
vote
3answers
540 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
345 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 ...
1
vote
2answers
332 views
How do I generate a 2d grid-based map without screwing it up?
I'm relatively new to the mechanics of game development - catching up fast, but there are still some things that escape me. For example: generating a fully-accessible map on a 2d grid.
See the ...
1
vote
2answers
336 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.
...
0
votes
1answer
86 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?. ...
3
votes
3answers
327 views
Seamless transition between planet and space
I have been curious about how this kind of seamless transition from space to planet can be implemented. It would be nice if someone could explain this as I can't really wrap my head around the ...
12
votes
2answers
704 views
Smooth Voxel Terrain
As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain.
If you haven't seen it before, here:
So as you can ...
2
votes
1answer
164 views
Procedurally generating terrain in dead time before buffer swap
I'm using OpenGL/C++ in Windows, and my main loop looks like this:
GLboolean done = GL_FALSE;
auto_ptr l_world(new World);
l_world->Init();
while (!done) {
if ...
3
votes
1answer
228 views
Tweaking Heightmap Generation For Hexagon Grids
Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL.
I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
12
votes
5answers
745 views
Generated 3d tree meshes
I did not find a question on these lines yet, correct me if I'm wrong.
Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation.
...
24
votes
3answers
1k views
Algorithms for rainfall + river creation in procedurally generated terrain
I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
49
votes
5answers
8k 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 ...
2
votes
2answers
341 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 ...
29
votes
8answers
2k views
Procedural world generation oriented on gameplay features
In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical.
Looking at ...
2
votes
2answers
209 views
Procedural generation of physics-enabled structures (in a 2D world)
Is it possible to procedurally generate stable structures out of rigidbody objects at a reasonable runtime speed? Imagine Angry Birds's levels kind of structures but generated procedurally.
10
votes
1answer
450 views
Speeding up procedural texture generation
Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
21
votes
8answers
2k views
Why is permadeath essential to a roguelike design?
Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements:
Procedurally generated worlds
Character growth by way of new abilities and powers
...
1
vote
1answer
348 views
Infinite detail inside Perlin noise procedural mapping
I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world.
Here's the question and it's ...
0
votes
2answers
398 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 ...
17
votes
5answers
2k 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 ...
4
votes
1answer
511 views
Island Generation Library
Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc.
I've ...
2
votes
1answer
293 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).
...
4
votes
2answers
815 views
Random World Generation [duplicate]
Possible Duplicate:
How are voxel terrain engines made?
I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block ...
5
votes
1answer
149 views
What is a simple deformer in which vertices deform linearly with control points?
In my project I want to deform a complex mesh, using a simpler 'proxy' mesh.
In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
1
vote
2answers
179 views
How should I generate and store the boundries of a cave?
I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about ...



