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

learn more… | top users | synonyms

0
votes
3answers
73 views

How To generate spiky terrain in 2D?

I am learning game design, and wanted to know how one can automatically generate spiky terrain (something like this: Cavernaut, notice, the terrain at the sides?). I have heard about midpoint ...
3
votes
1answer
48 views

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 ...
3
votes
1answer
153 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 ...
2
votes
1answer
151 views

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 ...
2
votes
1answer
513 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 ...
0
votes
1answer
62 views

Vector math to calculate the rotation and drift of a tectonic plate?

I've been following the excellent Experilous procedural planet generation post, trying to recreate it in Java using libGDX. My planet is simpler, as it lacks any distortion of the mesh. It's just ...
4
votes
0answers
116 views

How can I create a set of collision points for an arbitrary 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 ...
2
votes
0answers
32 views

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 ...
2
votes
0answers
231 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 ...
1
vote
0answers
21 views

Floating point determinism with respect to procedural generation, clustering and GPU offloading

I've been designing a distributed procedural generation system for a while now in my spare time and one of the problem's I've been thinking about recently, with respect to the broader architecture, is ...
1
vote
0answers
87 views

Procedural Islands Voronoi Pattern

I'm trying to keep this as simple as possible, as I've found out the last few days this is a very difficult topic. I'd like to generate multiple flat islands, formed by a voronoi diagram. I've ...
1
vote
0answers
26 views

How to generate mesh at runtime using raycast points?

I'm trying to make a clone of the trail/line renderer with the difference that everything is perfectly flat, i.e. the faces are not designed to face the camera. I'm using two raycasts to get the ...
1
vote
0answers
65 views

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 ...
1
vote
0answers
204 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 ...
1
vote
0answers
156 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
vote
0answers
468 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
223 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
votes
0answers
42 views

What is the best way to group lots of squares into one VBO?

I'm making my first game in OpenGL, using procedural generation, and it is a similar concept to Terraria. At the moment, I have one, very small VBO for a square ('block') and an EBO for its vertices. ...
0
votes
0answers
54 views

Marching Square Generated 2d Terrain: Dealing with more than 2 tile types

I need some help with my random map generator. First, I use a noise generator (something like Perlin noise) to create my tile array. For now i'm using three tiles: water (0), beach (1), and grass ...
0
votes
0answers
33 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
0answers
68 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 ...
0
votes
0answers
209 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 ...