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

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1answer
53 views

Outline of plane slice of arbitrary object

How would you extract the outline of a shape from slicing a plane through an arbitrary object? Note: This is related to my Unity Answers question, but not exactly the same.
2
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3answers
209 views

Algorithm for dividing a 2D grid into organic looking plates

the title pretty much says it all: How could one go about segmenting a 2D grid into smaller parts? My goal here is to create tectonic plates for further procedural world generation Details to ...
1
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1answer
385 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 ...
0
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1answer
125 views

Handling (spawning/removing) entities in SFML

I am unsure which method to use to handle my enemies in SFML. The idea that I am trying to recreate is to spawn enemies every so many seconds. Initially I wanted to do this using a vector such as ...
0
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2answers
178 views

Map Generation Algorithm [BOMBERMAN]

I'm looking for some wise tips concerning a specific game development : Bomberman-like. I am currently implementing a "random map" generation for the game, but I feel like I'm not doing in the best ...
0
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2answers
220 views

How to procedurally generate Mountains that Looks more natural

My Terrain was looking a bit plain so to freshen it up a bit I decided to add mountains to the terrain generation. Unfortunately the Mountains don't look very natural with the surrounding terrain. ...
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0answers
601 views

How can I stop Substance's runtime texture caching?

Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've ...
16
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2answers
2k views

Algorithm for procedureral 2D map with connected paths

Problem to solve: Generate a random 2D dungeon map for a tile-based game where all rooms are connected. I am looking for better solutions than what I currently have. My current solution is that I ...
1
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1answer
56 views

How to change chance of spawn based on distance?

I am trying to make a cellular automate cave but want to keep the middle empty. How should I change the chance based on the distance from the middle? I don't want to completely deny it just want a ...
5
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2answers
753 views

Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
10
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1answer
3k views

How can I easily create cloud texture maps?

I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they ...
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1answer
87 views

Are there any topics on Procedural Generation based on a predefined mesh? [closed]

I see a lot of post about procedural terrain generation, but this is not what I'm looking for. I want procedural generation, but I want to be able to define the shape of the generation based on a ...
2
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1answer
165 views

Filling a room with random furniture

This is a rather complex question and I'm more hoping for general algorithms anyone might have heard of. I wish to generate randomly sized rooms. Each of these rooms has a type and a corresponding ...
2
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1answer
160 views

How should we be storing procedurally generated behavioural code?

Me and a group of friends are developing a game and we've run into a road block. Before we describe that road block, here's a simplified explanation of our game: The game will be able to take in a ...
11
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2answers
3k views

How can I randomly generate 2D tile-based side-scroller terrain?

I want to randomly generate a map for a 2D sidescroller game using the following tileset: I have found a few great articles on the bitmasking process, for example: ...
0
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0answers
19 views

C# Pathfinding in 2d array (procedural generation) [duplicate]

I have the following random example data in a 2d array 030 300 030 003 The 3 represents a room, the 0 represents its an empty block and 1 represents a corridor. Now i want for example the following ...
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0answers
22 views

Trouble with Inaccurate Mesh Collider

I'm stumped as to why (sometimes) when I apply a Mesh Collider to a procedurally create mesh, it is sometimes completely correct, but other times completely inaccurate. In Detail: I'm creating a ...
0
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1answer
43 views

Creating procedural mesh with orientation

I am working on creating a procedural cylinder mesh with Unity C#. I have everything working but there is one thing I would like to implement in my existing code is to define a vector3 halfAxis which ...
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0answers
91 views

Recursive backtracking sometimes missing a tile?

I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function: void ...
3
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2answers
890 views

C# - Separating Overlapping Rectangles

I'm trying to separate an arbitrary number of randomly sized rectangles, while still keeping them snapped to the grid, and somewhat packed together nicely. The goal is to start with something like ...
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1answer
135 views

Unity - Proper use of threads with procedural generation

I have been working on a simple chunk based terrain generation system, with voxel octrees. The overall method works pretty well, but testing this system with large amounts of chunks completely freezes ...
2
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2answers
103 views

How to select random points within grid meeting min/max distance requirements from each other?

I have a 2D grid map that is relatively large. I'd like to pick some semi-random points all over it (say N points). The rule I want to ensure here, though, is that any selected points are at least M ...
36
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3answers
10k views

How do audio based games such as Audiosurf and Beat Hazard work?

Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games ...
54
votes
6answers
13k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
2
votes
2answers
171 views

how to 'Scale up' my procedurally generated island/continent without losing its uniqueness?

Currently I am trying to make a procedural terrain generator. When I first started creating my terrain generator I decided to use a radial mask to generate my islands/continents like so: But as ...
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2answers
110 views

How can I use graph traversal to generate a round region?

I was playing a tile-based game and noticed it used what appeared to be a circular shape for the light sources. How can I generate something similar? My understanding of cellular automata is that ...
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0answers
50 views

How to combine embedded generated graphs in a finite 2D plane?

I'm pretty new to working with graphs but I'm looking at using them to create the world map for our game (a text mud with rooms/nodes and paths/edges between rooms). There are a number of interesting ...
2
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2answers
1k 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 ...
13
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2answers
508 views

Dungeon Generation with no corridors and room dependencies

I'm making a game with a procedurally generated world created at the beginning of the game, consisting of several areas represented by grids (say, 8x8, 9x6, the sizes would ideally be arbitrary). ...
0
votes
1answer
87 views

Is topology of procedural meshes important?

I've been working on a project which involves generating 3d game models, mostly hard surface ones, procedurally. Do I have to worry about keeping the topology clean? Will topology affect texturing, ...
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0answers
41 views

Procedural Progressive wave system advice [duplicate]

I am developing a game based on waves. Enemies appear as time passes by and every level the hero must kill all the enemies to move to the next level. At this time I have 2 types of waves. Progressive ...
1
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1answer
69 views

Generate next chunk with perlin noise

I'm actually trying to generate a level with procedural generation using perlin noise. So one chunk has a size of 30x30, it's a float 2d array and at first I'm filling it with values between 0 and 1. ...
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votes
2answers
143 views

Using QuadTree for Procedural Generation

so I've been trying to start a new project that focuses on procedural room generation similar to what is seen in Binding of Isaac. I plan to have the code use a QuadTree to help determine where ...
2
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2answers
309 views

How can I generate a 2D mountain landscape procedurally?

Every level in my game needs to have a different mountain landscape background generated automatically (but the landscape must be the same for each level). How could I generate such a landscape ...
0
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1answer
104 views

Handling an item database with procedurally generated items?

Let's say you have an item database which has every item in your game. This works fine for regular items like a Health Potion, a normal Iron Sword etc, because these items have ItemID's so we can get ...
13
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5answers
3k 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. ...
1
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3answers
121 views

Procedural generation of plausible genealogy tree with time query without history [closed]

So I'm laying out the basis for procedural generation of persistent and unique NPC across their entire life, many generation and space (travel). But right now I'm stuck on plausible genealogy. Let ...
1
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0answers
88 views

DirectX 11 GenerateMips only works with premultiplied alpha?

The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
16
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4answers
2k views

Generating tile map

I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if ...
3
votes
1answer
119 views

Getting name fragments for a name generator

Back again to ask more about name generation -- this time about the dictionary of syllables which I apparently need to reliably generate a name. For reference, my last question. I've written a little ...
5
votes
1answer
303 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...
0
votes
1answer
128 views

How can I implement procedural humanoid generation like MakeHuman?

Some applications allow you to generate a human mesh by simply adjusting parameters. The results are broad and convincing: you can get from a thin asian girl to a muscular african man by just ...
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0answers
43 views

Is there any reference table or formula of body proportions for procedural human mesh generation?

I want to generate humanoid robots procedurally with different shapes and ages, example: 20 years old fat short man, 13 years old thin young girl, and so on. In order to be realistic, I'd like to have ...
9
votes
3answers
417 views

Name generation

I'm making a game (or planning to, at least) and to do that, I need a way to automatically generate names for the NPC "bosses" (long explanation and irrelevant here). Something like this is a good ...
6
votes
2answers
467 views

Advanced Cellular Automata to generate caves

I am trying to make caves in Unity. To do this, I am trying to use cellular automata. I found the following(Rouge Basin Cellular Automata for Caves) that resembles what I am trying to accomplish. But ...
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3answers
202 views

procedural generation - deterministic or not? (No man's sky)

Here is a link of Sean Murray talking about the game No Man's Sky: https://www.youtube.com/watch?v=h-kifCYToAU Starting at around 4:00 in the video, he is talking about how the environment is ...
0
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2answers
203 views

Implicit Functions and extracting an isosurface

I recently discovered a paper on Dual Marching Cubes which produces a much reduced poly count to other methods like Dual Contouring and Marching Cubes, however a recurring theme when reading these ...
16
votes
5answers
436 views

How can I detect connected (but logically distinct) bodies of water in a 2D map?

I have a 2D hexagonal grid map. Each hex cell has a height value used to determine if it's water or ocean. I'm trying to think of a good way to determine and label bodies of water. Oceans and inland ...
3
votes
1answer
154 views

Generate planet like heightmaps

I would like to procedurally generate planets, but I don't know how to wrap a heightmap around a sphere. I already know how to generate plane heightmaps, but not how to generate spherical ones. Can ...
3
votes
3answers
828 views

Procedurally Generated Top View 2D RPG Map Generation

Procedural generation is a fascinating concept and is gaining popularity in the gaming industry. The thought of playing a game that has new content every-time the game is played is very exciting to ...