Tag Info

New answers tagged

0

I think I should have describe it as "procedural persistence of infinite family line", the goal is to have a tool for world building and story generation, where the past and future are query from a formula rather than simulated. This last point open the scale to infinity as you remove dependence. An incomplete method might be: To generate list each ...


0

After the edits, if I get it right - you are overcomplicating things: you need a single level of n-ary tree that, looks like it has all previous levels generated randomly, right? Well, why not take n-ary tree level, for simplicity binary tree. Lets say you want 6th level, that is 32 elements if that is full binary tree. Now generate random 32-bit integer ...


0

Let assume that there is infinite ancestry and infinite descendant. If we can dial that down a little bit (because infinite simulations are hard), we can take a pretty simple concrete approach, and generate them up front. Choose some parameters, like, say a stable population of one million people over one million years 50% gender balance fertility ...


1

I suggest you base yourself on some syllable-based languages then add the missing syllables, such as "K_" single consonants and so on. For example: Add arbitrary rules for names of creature races / game region. (eg: sand area names all end in ?i and start with m? and never have any p? or ?e, at most one single-consonant in a name) to give some ...


2

My recommendation would be to approximate the surface with 2d wave simulation. That is, you have a plane and each point has a height property defined by the neighboring points and the wave equation. A google search for 2d wave dynamics algorithm gives a lot of papers and applets, so you can go crazy on that. Getting that information to a 3d model is as ...


2

So you start off with a base mesh. Maybe a few. It might be split up into multiple portions (eg, the shoulder mesh, the neck mesh, the head mesh.) Each section might have a variety of "options" (eg. elf, male, female, etc.), alternatives that can be swapped out into the same position. You can think of it much like a seamless texture. As long as all the edges ...


11

Most name generators work via some variation of Markov Chain, which are fairly remarkable (remarkovle?) constructs that have many uses in games, as well as other domains. The basic approach does invoke a list of some kind. These do not need to be fairly huge. The purpose of this list is merely to inform the algorithm what syllables are likely to be paired ...


-1

I think the easiest way to do this is to use an existing random name generator or an existing list of random names that meet your requirements. Then store it somewhere as a list. When you need a random name, just pick from the existing list at random.


3

Most names in languages follow a series of patterns. For example Russian or Greek names may have five or ten different prefixes, thus if you find a name ending with -ov you may suspect its Russian because it kinda fits the pattern. If you want real names (or real like) I think you should start building your list (which shouldn't be so long) because ...


0

one way to do this is to group all the caves with a disjoint set and then remove all but the biggest using System.Collections.Generic; using System.Linq; using UnityEngine; public class DisjointSet { private List<int> _parent; private List<int> _rank; public DisjointSet(int count) { _parent = Enumerable.Range(0, ...



Top 50 recent answers are included