The algorithmic generation of content in the middle of gameplay, as oppose to the manual placement of preset content and assets.
3
votes
1answer
534 views
Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?
I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU.
Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns ...
16
votes
0answers
554 views
Atmospheric scattering sky from space artifacts
I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a ...
3
votes
0answers
126 views
Legality, implementation, and viability of using the BSP map format in a procedurally generated XNA game?
First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game.
The legality part ...
1
vote
0answers
297 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
vote
0answers
151 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 ...
1
vote
0answers
66 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 ...
0
votes
0answers
266 views
Procedural generation of game objects
right now in my game I generate all my objects at the start of the game off screen, then move them down the screen to give a "side scroller" effect, then once they hit the bottom of the screen move ...
0
votes
0answers
774 views
Random terrain generation with caves
I am currently working on a small game that will generate a world with caves and entrances to the caves, something like Terraria if you will. Today I reached some trouble on the world/cave generation ...
0
votes
0answers
180 views
How is the level designing done in the Entanglement game?
I'd like to know how The Entanglement Game's levels have been designed. Basically the game is all hexagon tiles which contains 'tangled cords' which can be rotated by the user. The user has to tangle ...
0
votes
0answers
364 views
Drop-in dungeon generation for rogue like on good C
I'm developing rogue like and need a drop-in simple dungeon generator for immediately testing of graphical functionality. Found bunch of code, but all of this code (Nethack, Angband) pretty tight ...
0
votes
0answers
167 views
3d modeling based on genetic techniques
I'd like to generate models based on genetic techniques. All information about the model would be stored as genes in the DNA file. The models to be created are creatures, like humans or animals.
I ...