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

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1answer
34 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 ...
0
votes
3answers
101 views

Procedural generation of stars in the background with given random seed

I want to generate stars (actually a 2d vector) in the background. The player is moving left and right endlessly. When the player moves the stars, which aren't in sight anymore, should be deleted from ...
7
votes
1answer
155 views

Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world

I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player. So far I have: 3D terrain ...
0
votes
3answers
79 views

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 ...
0
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1answer
76 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
178 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 ...
0
votes
2answers
122 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 ...
1
vote
1answer
423 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 ...
2
votes
2answers
204 views

Manually creating cycles in planar, procedural trees?

I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...
0
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0answers
45 views

How can L-system detect intersections between two lines [duplicate]

I'm trying to create a Procedural Road system using L-system, but I have no idea that how can I detect is there intersection between two lines in L-system, I can use a for loop to check one line ...
2
votes
1answer
202 views

TopDown Island Generation

I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions: 1.Fast, simple procedural 2d island generation 2.Generating ...
1
vote
1answer
77 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 ...
2
votes
1answer
82 views

Do >2-state cellular automata exist?

I'm trying to implement a zone system into my game that randomly sets chunks (the cells) to a certain value from a list and that would effect nearby chunks. It's basically a cellular automaton in ...
0
votes
1answer
104 views

How to generate interresting procedural terrain [closed]

I work on a voxel-like game, and I have finally managed to create some basic terrain generation using simplex noise. Heres what it looks like: Sure I can generate different kind of terrains (more or ...
2
votes
1answer
57 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 ...
3
votes
2answers
6k views

Drawing a dynamic indicator for a field of view

My goal is to draw a dynamic indicator for a cube, which represents the field of view. The ideal indicator would look the same as in Metal Gear Solid(the blue ones): From what I have gathered, I ...
12
votes
1answer
634 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 ...
1
vote
0answers
43 views

Generating a grid (Array) of Tetris Pieces [duplicate]

What I want to do is quite self explanatory. Just like the title states. I want to code something that will generate a grid which contains is filled of Tetris pieces. However some conditions must be ...
3
votes
3answers
314 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 ...
0
votes
1answer
188 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
votes
2answers
257 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
votes
2answers
282 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. ...
17
votes
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 ...
5
votes
2answers
905 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
votes
1answer
4k 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 ...
-1
votes
1answer
105 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 ...
3
votes
1answer
213 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
votes
1answer
195 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
votes
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
votes
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 ...
0
votes
0answers
29 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
votes
1answer
58 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 ...
1
vote
0answers
121 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
votes
2answers
1k 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 ...
0
votes
1answer
187 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 ...
36
votes
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 ...
55
votes
6answers
14k 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
207 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 ...
1
vote
2answers
114 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 ...
0
votes
0answers
60 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 ...
3
votes
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
votes
2answers
553 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
93 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, ...
1
vote
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
vote
1answer
97 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. ...
-1
votes
2answers
166 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
votes
2answers
393 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
votes
1answer
138 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
votes
5answers
4k 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
vote
3answers
143 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 ...