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

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3answers
88 views

Procedural generation of plausible genealogy tree with time query without history

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 ...
0
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1answer
316 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 ...
10
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0answers
445 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
0answers
173 views

Mapping heightmap to spherical clipmap

How would you map the points on a spherical clipmap to a heightmap? My coarsest clipmap has an outer radius of PI and an inner radius of PI/2. My coarsest heightmap goes from -PI, PI on the x axis and ...
2
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0answers
87 views

What is the most effective way to create a set of collision points for an aribitrary mesh?

In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
1
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0answers
25 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 ...
1
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0answers
423 views

Texture artifacts and GLSL bump mapping

I'm working on a 3d terrain. I tried out some existing GLSL implementations for bump mapping using normal maps from a Procedural Infinite 3D Cave Generation tutorial. The actual code that I used is ...
1
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0answers
208 views

Remove “dots” noise (like from dot-matrix printer)

I have 2D array of floats. Using the floats, I generate image by doing proportional selection of color from between COLOR_MIN, COLOR_MAX – for maximal float value at given (x,y), I choose COLOR_MAX ...
0
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0answers
28 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 ...
0
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0answers
100 views

Why does my Dual Contouring implementation not work?

In my project I have implemented Dual Contouring following source code from this site, however I have problems when trying to run density functions through it. The current way the program runs (which ...
0
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0answers
168 views

bones programmatically in assimp

I am trying to animate a 3d hand object programmatically in Assimp, I have the 3d model being export to collada using Blender. But I have no idea how to go from one bone animate it and then go to the ...