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Questions tagged [procedural]

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 a 3D-program in contrast to a digital photograph of clouds.

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70 views

How to use grammars for procedural generation?

I am working on a system to procedural generate a house using this article. I am trying to understand how grammars work and are made I have found very little information on the topic online. From my ...
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1answer
31 views

Preparing A Grid in Unity (Procedurally)

I am trying to create a grid. But the renderer only renders ONE cell of the grid. ...
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66 views

procedural cliffs for 2d RPG?

How would I go about procedurally generating cliffs for a 2d RPG using tile sets like these found here https://opengameart.org/forumtopic/bluecarrot16s-wip-lpc-tilesetscollections? So far , I have 2d ...
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1answer
68 views

Unity block chunk generation pattern

I am trying to do something like Minecraft game in Unity. Currently I am trying to generate a chunk of blocks, given dimensions. I can successfully create a chunk of N x 0 x 0 sized chunk, but due to ...
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2answers
70 views

How do i retrieve individual Tile Information from a tilebased procedural World fast?

I am concerned about performance with my current setup; as I want to expand on it i need to figure out if I might need to change it. Current Setup: The Game/Prototype is similar to Dwarf Fortress or ...
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1answer
170 views

Redistributing sprites in procedural generation according to player movement

I am making space arcade with procedurally generated background consisted of nebulas and stars sprites, which spawn on Awake() in certain borders around player. Mobile phones have limited capacity ...
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1answer
190 views

Procedural generation background works with one type of prefab and doesn't work with another

I have background generation script with 2 arrays. One contains stars prefabs with sprites and another contains nebulas prefabs with sprites. Both have identical types of variables as generating ...
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2answers
214 views

Procedural dungeon algorithms for a more open dungeon

I'm working on a game that I want dungeon generating in, but I plan on having ranged weapons in it, so I want it a bit more open. I'd like to avoid corridors and I don't want to use a grid of custom ...
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1answer
52 views

Prioritizing prefabs in array for procedural generation

I am trying to create procedural space background with a bunch of sprites of nebulas and stars. I have made few prefabs with different types of sprites attached to them. I have created an array ...
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2answers
163 views

Background generation with sprites in 2D dimension in Unity

I am making 2D game with Unity. I want to create a procedurally generated background with a bunch of sprites (space background, I have sprites of nebulas and stars). I want some area around the player ...
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1answer
184 views

Use heightmaps or direct vertex manipulation for runtime terrain editing in UE4?

I am creating a terrain editor and creator for in our game, in which we should be able to create hills and dales, create different shapes(forms) in the terrain etc. I came up with 2 approaches on ...
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1answer
75 views

Determine terrain type and worldobject placement techniques

I'm currently researching the techniques of generating a procedural map. I've already found some methods regarding the mesh generation (e.g. variations of noise like perlin, simplex and cell, midpoint ...
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1answer
456 views

Quad sphere subdivision algorithm

I like to generate some planets like Kerbal Space Program does. By some videos of the developers I know that they use a quadsphere, which consists of six “entities” as a minimum. These are all plane ...
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6answers
463 views

Make a place or city feel crowded in procedural generated worlds

I have thought about this while thinking about a game concept, but it should be applicable to many game types. Imagine an RPG or something else with an open-world. Normally you would want to populate ...
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1answer
68 views

Procedural terrain generation zooming principle

I am asking myself how to solve the granularity of terrain by zooming into it. My idea is to create very first just a square represented by four vertices and 6 indices. By zooming in the square is ...
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2answers
298 views

Voxel Game - High Memory and CPU Usage

I am currently developing a voxel game and I had recently noticed that the game from startup is at around 2GB of memory. Currently I am rendering 14 x 14 chunks as shown: I did a profile on the game ...
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0answers
306 views

Blending between 2 cube maps using the procedural skybox shader

I want to create a day night cycle using the procedural skybox shader. The shader doesn't have options to do any blending between cube maps. I want to be able to set a cloud cube map and a night ...
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1answer
234 views

Generation of a moon terrain

I am making a small game like Kerbal Space Program. What I do is when I am over a certain height, I render the planet or moon as a sphere. Each planet or moon will have a generation seed to generate ...
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2answers
3k views

Generating a UV map for a procedural mesh

I have created a procedural low poly rock mesh and now I would like to apply textures on it. I have the 3D-coordinates of every vertex of the mesh but that's about it. How would I automatically ...
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1answer
287 views

Batch/Combine multiple Graphics.DrawProcedural-Calls in Unity

I have multiple calls to Graphics.DrawProcedural in my Unity-project. E.g. I'm drawing 1000 procedural geometries that share the same material and get their ...
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1answer
319 views

Volume preserving procedural mesh deformation

I'm having difficulties trying to create a procedural mesh that deforms on impact. The deformation is meant to look and feel like metal when it is being forged. Since this is less of an aesthetic ...
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1answer
51 views

procedurally combine a main character with weapons during animations

I need to find a way to programmatically place weapons for main character in right position of his body. For example if I am using UMA to procedurally create humans and then use some pre-existing ...
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0answers
113 views

Speed of procedural geometries

I'm evaluating solutions for creating a VR videogame that should run on cellphones. The assets will be streamed from our servers and that could be a problem on limited capabilities devices. Since the ...
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1answer
238 views

Create Bezier curves with random heights that connect

In unity, I am trying to create several curved platforms that connect using bezier curves, however I am having issues. I understand the basics of genertating a bezier curve and I have something ...
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1answer
529 views

How could I render a star like those in Elite Dangerous - coronas and some sort of 3D “plasma” effect on the surface?

Lets assume I wish to render a large, 3D, star object in a game engine using OpenGL. I can use a few different meshing methods: this includes mapping a cube to a sphere (with better subdivision to ...
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2answers
248 views

Does anyone know what terrain generation algorithm is used here?

Does anyone know what this terrain generation algorithm is called? I saw it in two places. One was on YouTube, and the other, on Wikimedia.
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3answers
204 views

How can I reduce the sharpness of my generated terrain?

I am trying to generate a random low poly terrain for a 3D demo. I am using Perlin noise to generate the heights and then generate the 3D mesh, but the terrain generated is too sharp and unrealistic. ...
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1answer
40 views

Adding mesh's\objects to procedural isosurface terrain

Thanks again for reading! So following on from my last question, I have my fully working isosurface terrain and now its time to add my trees and grass and whatever to the world. The old way I was ...
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1answer
430 views

What algorithm to use for random terrain? [closed]

(Please note, I am aware that the generation is not truly random and relies on mathematical equations, and that my language of choice is C++) So I've been learning programming for a while now and I'm ...
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1answer
558 views

Are there any methods for generating rivers on-demand with Perlin/Simplex noise?

I'm aware of many methods for procedurally generating rivers, but they require an entire heightmap beforehand in order to work. For instance, they may require to find a high position on the map and ...
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2answers
936 views

Mesh generation for procedural city generator

I have a programming problem relating to mesh generation for city grids. I've recently created a city grid generator and I've come as far as being able to reliably generate the road mesh for the grid ...
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2answers
175 views

Linear Gradient with angle forumla

EDIT: Ok so the question here is how to you generate a linear gradient along a vector. Here is the function i'm looking for: ...
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1answer
547 views

How do I perform interpolation between noise values sampled at a lower resolution?

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, ...
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1answer
288 views

Mesh Chunk Combining and Extruding

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 ...
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1answer
911 views

Procedural generation of evenly distributed random points (2d)

I am coming here because I've have a performance problem with my current implementation of an algorithm. I am the idea of Voronoi diagrams to distribute patches on an infinte 2d layer. For a Voronoi ...
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2answers
2k views

Procedural rock algorithm

I'm looking to create some procedural low poly rocks and boulders for a game. I haven't found much interesting information on the internet other than 3D software articles. Not sure what way to go.
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0answers
2k views

Procedural Islands Voronoi Pattern

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 ...
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0answers
34 views

Maya users; how can I create my own particle emitter in Maya?

(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 ...
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1answer
224 views

Unity procedural textures

I'm wanting to have an object that does random animation in Unity, within the object. Basically, I want a floor that has lights that go through it. I'm trying to figure out exactly what is the best ...
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0answers
283 views

Procedural Breakout level generation [closed]

I am currently developing a Breakout game for a school project, and I've decided to use it as an opportunity to get started with procedural content generation. I took a quick look at some of the basic ...
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1answer
507 views

Unity3D - generating a set of rooms (scenes) and saving them

I'm having a problem wrapping my head around scenario like this. Say I've got a scene called Room. Now, my game procedurally generates content of each room. Entering a new room to see new content, ...
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3answers
3k views

Matching a chunk of procedurally generated world to a chunk of other world

Have you read The Chronicles of Amber by Roger Zelazny? Imagine yourself playing in 3rd person MMO game. You spawn in the world and start to wander around. After some time, when you think, that you'...
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1answer
247 views

Rotate perspective camera to align screen width to procedural object's width (Unity, C#)

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 ...
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2answers
2k views

How to make my 2D character stand normally on slope?

I've got this character in Unity3D (2D Mode)... in a a slope which looks like this, But I want the character to stand along the red line..Like below How can I make it in Unity3d? I've got this ...
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1answer
438 views

Building stable ecosystems

I'm interested in creating a world in which the behaviors of some of the elements are generated randomly or evolved. Is there a field of study or some well known work that deals with what it takes to ...
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1answer
3k views

Procedual level generation for a platformer game (tilebased) using player physics

I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and ...
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2answers
2k views

Using A*Pathfinding on terrain created by scripts?

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 "...
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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 ...
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3answers
1k views

Why are my Unity procedural animations jerky?

I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of ...
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3answers
13k views

In Unity, how do I dynamically manipulate parts of a mesh?

I'm trying to achieve mesh manipulation of any mesh based on user input (mostly sliders). Here's an example of what I want. I am not sure whether to call this "morphing", as I am trying to change one ...