Information that is generated by an algorithm/procedure. This is often used in contrast to recorded information. Examples are sounds that are generated by the oscillators of a synthesizer in contrast to sounds recorded by a sampler and just played back, and an image generated by a noise algorithm in ...
I've been working on a 3D procedural world for a while now and am wanting to start adding cave systems. I'm currently using 2D/3D Perlin Noise for the terrain generation in combination with Marching ...
I want to generate a 3-dimensional race track around a spline that describes its shape. Here's an illustrative video. The track should be an endless tunnel that sweeps along a 3D spline, with some ...
I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
I'll use an example to try and be more specific. Assume this is for a 2D top-down game. Chunks in this are made up of 32x32 tiles. If procedural buildings were to be generated based on some kind of ...
I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes ...
given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform ...
I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
Currently I have a procedurally generated planet using multiple octaves of perlin noise. The thing is, that I don't generate heightmap, but rather get the values of perlin function and apply them ...