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0answers
27 views

Discrete line inside a 3D matrix

First of all a little premise: I'm following this tutorial on YouTube for procedural 2d cave generation in unity using cellular automata and I'm extending it in order to make caves in all three ...
2
votes
1answer
148 views

3d puzzle game generating levels

I want to create a puzzle game for my first year in college. I will use OpeGL and C++. The point of the game is to create a path between squares that have the same color, without making the paths ...
0
votes
1answer
1k views

Unity 5 - Occlusion culling at runtime

I am creating a game in Unity where the game is rendered while playing. The game is made in a voxel style, and has thousands upon thousands of objects rendered while playing. Of course, this causes a ...
0
votes
2answers
2k views

Unity detecting edge of mesh or end of mesh

I'm trying to create procedurally generated tiles and I've reached a point where I need to figure out the boundaries of the mesh or the outer vertices of the mesh. ...
0
votes
1answer
520 views

How do I create the terrain mentioned in GPU Gems 3

So, i want to create this style of terrain: Nvidia GPU Gems 3 - Chapter 1 However, as much as I scour the web trying to find ways to implement this inside Unity, I can't find it. My current ...
3
votes
1answer
80 views

Connecting 3d corridors created by procedural generation?

The 2d case is simple. You generate the segments. You find the intersections. Then you can easily outline the shape of the connecting joint in the 2d embedded graph. However, in 3d or n-d with a ...
7
votes
1answer
3k views

Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world

I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player. So far I have: 3D terrain ...
1
vote
1answer
1k views

Procedural terrain generation

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 ...
8
votes
4answers
3k views

Infinite 3D Cave in Unity

A friend and I are hoping to make a game in Unity in which you fly through an infinite 3D cave that can twist and wind in any direction (though obviously not to the point that the turns are impossible ...
0
votes
4answers
1k views

Carve river beds into existing 3d procedural generated terrain

Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result. I'd like to know if exists an algorithm to apply to an ...
4
votes
4answers
1k views

Dynamic Terrain Triangulation

Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well). The reason I say "Dynamic" is because I ...
1
vote
1answer
3k views

Best way to go with 3D dungeon crawler generation [closed]

I'm trying to prototype a little 3D dungeon crawler. That is, the same system as any rogue-like : A map with little rooms, linked by hallways. But in 3D. The world is still in blocks, but I can go ...
-1
votes
1answer
861 views

Generating a grid of cubes in 3D space [closed]

I am trying to generate a grid of cubes in 3D space and It aint workin... All im doing is for looping YXZ (in that order) (nested for loops) then im doing cubes[x][y][z] = ... (new Location(x,y,z)) ...
16
votes
5answers
10k views

Generated 3d tree meshes

I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. ...
2
votes
2answers
1k views

What is the best way to “carve” a terrain created from a heightmap?

I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create ...
4
votes
3answers
2k views

Seamless transition between planet and space

I have been curious about how this kind of seamless transition from space to planet can be implemented. It would be nice if someone could explain this as I can't really wrap my head around the ...
5
votes
2answers
3k views

How to render metaballs?

How to render metaballs? I am a Python programmer familiar with the Panda3d and Blender3d APIs. My math kinda sucks, but I know enough to write game logic code and procedural model generation code, ...
10
votes
2answers
3k views

How to remove floating terrain when generated with 3D Perlin Noise?

I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
4
votes
1answer
544 views

Procedural mesh generation from raytracer

I'm interested in applying the following technique: Define game objects using a object definition DSL similar to what you would use for a raytracer (e.g. POVRay) Use a specialised raytracer to sample ...
7
votes
3answers
12k views

Generating island terrains with Simplex Noise (C#/XNA)

I've got one little question: Is there any code or sample which shows how the simplex noise works? I cannot find anything about it... How should I implement it, without the knowledge how the algorithm ...