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'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the ...
I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that ...
I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller ...