# Tagged Questions

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

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### Diamond square algorithm

I'm working on generating terrain on already generated landmass. The landmass and ocean around it consist of hexagons. Hexagons aren't really a concern for me, because I can always interpolate the ...
80 views

### How do I save a procedurally-generated map as binary level-data in C++?

For example, I'd like to do something as simple as a generating an array matrix using Conway's Game of Life and then filling each cell with particular data to be saved to a binary file. ...
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### Vertex position problem for connected lines

I’m trying to generate a mesh to display connected segments representing street lines in a mini map. I have problem with vertex orientation that my math knowledge has hard time to resolve. Let’s ...
6k 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 ...
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### 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 ...
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### 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, ...
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### How to do Marching Cubes Meshing in unity 3D

I'm getting very peculiar results from my marching cubes based surface generator within unity and figured this must be a pretty common problem that has been solved already, so I thought I would ...
923 views

### Spherical fractal noise generator in shader

I have a growing sphere in space, and I thought of having a procedural generated texture over it. Since it is growing, I thought a fractal would be a great choice, because more details would be ...
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### unity tutorial - cave generation - understanding the code

The tutorial - https://unity3d.com/learn/tutorials/projects/procedural-cave-generation-tutorial The code so far - https://github.com/SebLague/Procedural-Cave-Generation/tree/master/Episode%2004 Last ...
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### 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 ...
183 views

### Overcoming float limitations for planet-sized worlds in Unity

As far as I know, going further than 1M units from the world origin in Unity is hardly possible due to floating point precision issues. Making a world more than 1M units in radius would require ...
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### Wang tiles generating

I'm trying to get rid of repetition on terrain, when viewed from up high. To achieve that, I've chosen Wang tiles. One thing I'm missing, and can't really find is any kind of generator that can take a ...
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### Procedural Breakout level generation

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 ...
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### Procedurally generate rivers for 2-d heightmap terrain

I created an algorithm to procedurally generate 2d worlds based on a heightmap grid. (I used a 2d simplex noise algorithm mapped on the inverse of the distance of each pixel from the center, to ...
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### Smoothing edges on procedural terrain

Using perlin noise to create a procedural island for a tile-based game. My map is stored in a 2d array, with each tile having a type (deep water, shallow water, beach, grass, forest, hill, mountain). ...
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### How irregularly shaped rooms should be placed in a dungeon

I have made a procedurally generated dungeon that places every room successfully so it is accessible via at least one other room. A 'successfully' placed room is a room who's wall cells are right net ...
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### 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 ...
6k 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 ...
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### Generating 'Specially' shaped rooms for a Dungeon

I've made a fairly simple dungeon generator but now I want to expand on it so that I can procedurally generate a dungeon with irregular shaped rooms. I don't just want any old crazy shapes popping up ...
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### Why are dungeons so often created subtractively rather than additively?

I'm having difficult deciding on how to procedurally generate a dungeon floor. The way I've been doing it so far is like so: Populate list of Rooms with random height and width. Place first room in ...
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### How can I improve the efficiency of my procedural terrain generation and smoothing?

I'm developing an algorithm that generates infinite procedural terrain. It is currently inefficient. How can I improve it? The algorithm starts by generating a 16×16 height-map with simplex noise per ...
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### 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 ...
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### My attempt at a drunkard walk algorithm seems to generate large groups instead of more linear paths

...and I'm not sure if that's normal due to the random nature of the algorithm or am I doing something wrong. What I'm doing is: Set a random point within map boundaries (which I called a sandbox). ...
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### How is a 3d perlin noise function used to generate terrain?

I can wrap my head around using a 2d perlin noise function to generate the height value but I don't understand why a 3d perlin noise function would be used. In Notch's blog, ...
16k 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 ...
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### What is the most appropriate path-finding solution for a very large proceduraly generated environment?

I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
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### Unity3D - generating a set of rooms (scenes) and saving them

I'm having a problem wrapping my head around scenario like this. Say I've got a scene called Room. Now, my game procedurally generates content of each room. Entering a new room to see new content, ...
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### Matching a chunk of procedurally generated world to a chunk of other world

Have you read The Chronicles of Amber by Roger Zelazny? Imagine yourself playing in 3rd person MMO game. You spawn in the world and start to wander around. After some time, when you think, that ...
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### Procedural Turn Based Puzzle Generation?

Alright, we have a large set of possible moves (what the player is allowed to do). We also have a well defined state of success that defines the desired goal. We want to generate a configuration where ...
1k views

### Random/procedural generation of puzzle-platform levels

I have an idea for a puzzle-platform game where the levels would be randomly generated. Creating a random generation is relatively simple. What's not easy is checking that randomly generated level to ...
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### Keep track of VoxelData/NPC in parallel Level

Background I'm tring to make a First-Person-Shooter Game in a Voxel-World (Finit Size) with Unity3d. The Player has some kind of a Base that he has to protect against Enemy units. There are also ...
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### How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
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### How do I procedurally generate level like in Dino Run, or Tiny Wings?

I'm looking to create a game like Dino Run, where I will need to create large slopes for a level, procedurally generated. How do I go about this? Do I have to make certain predefined pieces of level ...
414 views

### How to load a spherical planet and its regions?

I'm designing a game partially composed of planets exploration. I want to use pseudo-random generation for them, regenerating from a defined seed when I have to load them rather than store every ...
539 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 ...
202 views

### City-region generation

I am currently making a procedural generated map and wanted to add regions to the cities indicating their reach, the way I am achieving it currently is by expanding outwards from the city center until ...
115 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.
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### uv tiling and offset for uvs not min-max 0-1

For the purpose of the question, a unit = 1 meter. So, I have a triangle strip that is 4x8 meters (for argument's sake; it is procedurally generated by player). I also have a texture which is ...
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### Procedural texturing with opengl

I have a hexagonal grid of fields, each field has a certain terrain type. I assign every vertex of hexagon with terrain type and pass it as attribute to vertex and then fragment shader. Then I use the ...
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### How to load and unload objects at a certain radius from the player?

I am making a procedurally generated space exploration game in unity. I'm currently generating 5000 stars in a cube of a fixed size. Each star just gets a random 3d coordinate. What I would like to do ...
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### How do I avoid lag when dynamically loading a map chunk?

I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
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### How can I generate an infinite procedural road?

I'm currently trying to make a game where the player races others along an infinite, more-or-less straight, road. By "more-or-less straight", I mean that the road goes straight ahead (the player ...
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### Climate / weather generation on 3d hex map

I am working on 3d hex map game. I am aiming to dynamical generate map (as new players joins). To make the map realistic I am looking for some climate/weather models which possibly I could use so that ...
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### Connecting 3d corridors created by procedural generation?

The 2d case is simple. You generate the segments. You find the intersections. Then you can easily outline the shape of the connecting joint in the 2d embedded graph. However, in 3d or n-d with a ...
485 views

### Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?

Is it possible to get a hive-like structure, connecting all the rooms without having too many corridors? (Too many being 3-4+ corridors coming from a single room) Below is the output of how my rooms ...
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### Löve2D: Making a random map/city generator [closed]

So I'm making a game using love2d where the player will find himself in an zombie infested city but I don't want the city/map to be just the same all the time, so I want to create a random map/city ...
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### how to generate road in racing game

I'm making a racing game in python and I kind of wrote myself into a corner. This for loop: for i in objects: if i.name == "road": if i.y == 0: road = ...
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### 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 ...