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 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 ...