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 ...
So I'm working on a proceduraly generated level, that is composed of multiple chunks, so you don't go over the maximum amount of verts allowed in Unity Meshes. Another function is the ability to ...
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, ...
I give up. After much trying and searching, I have to say I was unable to achieve the following task, for which I must call for your wise advice. In my current Unity 5 application (using C#), there ...
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 ...
(Originally posted in the Programmers Stack Exchange, but was told to ask here instead. Whoops.) Before you answer this with "well, use the built-in particle emitter", read further. For one of my ...