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

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2answers
89 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
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2answers
99 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
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0answers
41 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
863 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 ...
0
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1answer
337 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 ...
12
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2answers
360 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
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1answer
68 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
39 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
44 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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2answers
78 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
207 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
58 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. ...
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3answers
97 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
48 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 ...
2
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1answer
68 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
188 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
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1answer
101 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 ...
0
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0answers
33 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 ...
7
votes
3answers
388 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 ...
5
votes
2answers
388 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
156 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
159 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 ...
2
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1answer
655 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 ...
15
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5answers
399 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 ...
11
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0answers
486 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 ...
2
votes
1answer
126 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 ...
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votes
3answers
613 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 ...
0
votes
1answer
172 views

Random Object in Array

I am using Unity. I have created eight different types of objects, stored in an array, and I am displaying them on the scene in a grid pattern with random order. The first four objects in the array ...
2
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1answer
111 views

Weird effect when generating gradients for height map

I am experimenting with generating height maps using radial gradients and perlin noise, using a technique I found here: ...
35
votes
5answers
25k views

What are some ideal algorithms for Rogue-like 2D dungeon generation? [closed]

What are some good resources regarding procedural content generation in the context of dungeon generation? Closest article I could find was ...
16
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 ...
0
votes
1answer
68 views

Place tile values over 'chunk' boundries

My game has a 'chunk' engine similar to Minecraft's but in 2 dimensions. Each chunk is a square of 32 by 32 tiles. What I want to do is generate a defined shape across multiple chunks without ...
2
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1answer
308 views

How do “procedural” and “random” generation differ?

To my understanding, everything that isn't directly created by a human is called "procedural". Procedural generation systems have different complexities and may consist of various algorithmic ...
42
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3answers
27k views

How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
7
votes
1answer
1k views

Using L-Systems to procedurally generate cities

I'm currently making an app that focuses a lot on procedurally generated content. So far, I've successfully implemented the procedural generation of the terrain and shape of a map using simplex noise. ...
28
votes
2answers
2k views

Random/Procedural vs. Previously Made Level Generation

What the advantages/disadvantages of using random/procedural generation vs. pre-made levels? There seems to be few that I can think of, other than the fact that items may be a problem to distribute ...
19
votes
1answer
25k views

How do games like Minecraft generate entire worlds from a seed number?

I want to generate a completely unique world with biomes (like what Minecraft and similar games do). I don't understand how they generate these entire worlds from a single "seed" number. Can someone ...
2
votes
1answer
105 views

How to create polygons from tilemap areas?

I'm currently working on a project which needs simple AI's to walk around using pathfinding. I'm trying to find a way to generate a polygon based on the connected tiles (explained below), an i'm ...
1
vote
1answer
316 views

Can I use flat shading on a generated mesh?

I tried to generate a mesh from code in Unity. The problem is, that the edges are automatically smoothed. When I import a model into Unity, I can set the smoothing angle of the edges, but is something ...
1
vote
1answer
78 views

Approach to puzzle generation

I have a task in hand about making a puzzle generator, that can fill a game board with colored pearls, that then needs to be solved by the player. The core rules are Pearls are placed in a grid, ...
1
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1answer
164 views

Random Placement of Objects on a Tilemap

I have read many topics on random world generation on this site and others, and I roughly understand most of it. What I can't see is how to randomly place objects on the generated tile map I get. Say ...
1
vote
1answer
66 views

Need help with algorithm for generating connected bricks in Pick A Brick clone

I want to make a clone of an Amiga 500 game, Pick A Brick, a 2D game where the goal is to clear a table of bricks by matching them up, following certain rules. I am getting nowhere when it comes to ...
3
votes
1answer
509 views

How can I generate biome borders?

I'm looking for ways to generate random biome borders (like what Minecraft has). One technique involves choosing specific biomes based on (eg) a rainfall map and a temperature map. But that just ...
0
votes
1answer
102 views

I can load new tiles but how do I load new chunks?

I have successfully been able to add new tiles and place random trees on a 2d map grid however I haven't used chunks. I just load a new tile when the player moves and save it to the map array. But I ...
0
votes
4answers
172 views

How to handle a negative coordinate 2d map with a growing map size

I love this procedural generation theory and have been messing around with it. However I'm having trouble wrapping my head around how to store my map data. Usually I store my map data in a 2d array ...
1
vote
2answers
164 views

2D Terrain generation with controlled variations

Well, I'm trying to create a simple endless runner and -this may sound repetitive- I'm searching for ways to generate the terrain. The game will only have 3 types of ground tiles, ascending, ...
6
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1answer
205 views

Building stable ecosystems

I'm interested in creating a world in which the behaviors of some of the elements are generated randomly or evolved. Is there a field of study or some well known work that deals with what it takes to ...
1
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1answer
70 views

What does the “random element” do in Cellular Automata

I'm reading this post on TutsPlus regarding procedural level generation using cellular automata. My question arises in this code snippet: float chanceToStartAlive = 0.45f; public boolean[][] ...