Questions tagged [procedural-generation]

Procedural generation is the construction of content based on algorithms and calculations rather than by hand.

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Methods for generating unevenly distributed item stats?

Conceptually, generating item stats is the same as placing balls into buckets. An even distribution of 50 balls into 5 buckets looks like this: [10,10,10,10,10] whereas an uneven distribution might ...
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Different mob spawn techniques and whats the most fitting one? [closed]

Im developing an little top down mmorpg which features a infinite, procedural world. Since its top down, you can see your own character and just a limited area around you. As you move new chunks are ...
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How fast or scalable is wave function collapse?

Specifically the generation part, if I wanted to use it at high resolutions. High level descriptions make me suspect O(n²) or worse, and demos are always low res, but fast-wfc describes itself as &...
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Generate seamless textures that can be UV-mapped ramdomly

I want to test procedural texture generation for one of my projects, my goal is to use those generated textures with random UV-mapping in order to avoid noticeable texture repetition. For purely ...
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Dynamically generating and modifying non-Euclidean/Tardis houses while maintaining AI navigability

General Description I want to build a tech demo about a game concept I am carrying around for quite some time now. A lot of influences from different sources shaped this, and I will try to hint on its ...
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Datatype for procedural terrain generator

I'm making a kind of infinite runner style engine. It generates the terrain in chunks each time a milestone is reached, and stores each chunk as a custom class in a list. To minimize overhead, it only ...
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Procedural terrain generation blueprint is generating a strip instead of a square

I want to procedurally generate a map for the world, I created a blueprint, and then launched it, but instead of a square, this turned out: How to fix it? I uploaded my project here (Google Drive). ...
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What are the limitations or downsides of using Procedural Textures extensively?

Are there negative consequences to making heavy use of 'procedurally generated textures' in Unreal Engine 5, as opposed to normal textures? I found some info in the docs that it 'saves memory', but ...
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Testing if instantiated prefab is colliding with environment

I'm trying to generate a number of prefabs in a scene where that scene will have procedurally-generated terrain objects. I have tagged each of the terrain objects with ...
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How to support run-time shader modification/code execution?

I would like to create an educational game, part of which involves allowing the user to modify code for procedurally generating geometry on the CPU and modify shader code and see the changes they make ...
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How can I fit a tree graph into a grid?

I have a tree graph that I'd like to fit into a grid, the result being a grid-based maze that adheres to the tree graph. Are there any good maze algorithms that are able to start with a known ...
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How to generate boards for a game like GamePigeon's Word Hunt?

Naively, I would assume that there's an even probability of any of the 26 given letters appearing in a tile and that each tile is generated independently. After playing around a hundred times, though, ...
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Updating chunk borders when generating new chunks

I am making an infinite voxel terrain that generates around the player. The blue boxes are the chunks that are currently loaded and the white ones are unloaded. When building the mesh for a chunk I ...
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Using perlin noise as a procedural voxel heightmap without a texture atlas in Unity

I was creating a heightmap for my procedural voxel world in Unity using 2D perlin noise. I don't want to use anything from a texture atlas, a brown Unity material is good enough for me. The issue is ...
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Pix2Pix implementation in URP

I wanted to implement this project (generating image with deep learning algorithm) in an URP project as a PostProcessing Effect. I did use ScriptableRenderPass, which sound like the correct way to do ...
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Understanding use of "localUp" in planet mesh generation code

I'm following a tutorial on YouTube about procedural generation of planets. I'm puzzled in some aspects of the code shown. If any of you could explain the following points, I would be very pleased. ...
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How to check multiple rings of tiles around a center tile on a 2D grid

In my game project I create the terrain programmatically by creating tiles on a 2D grid as the player moves around the game map. I have it working where I select the current tile and check all 8 ...
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UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?

I generated the UProceduralMeshComponent and set collision enabled to ECollisionEnabled::QueryOnly. But I get ActorEndOverlapEvent if I stop touching the mesh border even if I still inside of mesh ...
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How to write Perlin Noise to a vector in Rust?

Tell me if i need to be more specific. My program is advanced enough that it can read tile data from a .txt file and display a tile image for each tile ('~' = water), I am trying to make my game use a ...
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Generating a tilemap and A* grid in unity but they aren't updating correctly

So question is: Why is the unity editor behaving this way (not updating the tilemaps until I go though the scene and click on them) and why is A* not generating the proper grid when Scan() is called ...
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How to make a code-generated mesh interact with a rigidbody?

I'm using a sphere and an empty game object that generates a mesh upon playing/starting. On the mesh, I place a Mesh Collider component with ...
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Finding where ground is in procedurally generated terrain

Terrain in my voxel game is generated by combining 2d and 3d perlin noise. if (y < (noise2d(x, z) + noise3d(x, y, z)) * amplitude) { // place block } To ...
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Interpolate colors between vertex in a plane

So I have this plane generated with two different Perlin noises. It has mainly 3 regions, divided by color. I want to smooth out the lines, to create a "gradient" so there are no abrupt ...
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2 votes
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Best Practice for Procedural Generation and Code Updates

I am using an initial seed to generate data. The question I have though is what is the best way to mantain the information with code updates. For example if I have something similar to: ...
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Assign biomes to areas with a Voronoi noise function

I've created this terrain based on a Voronoi noise function: This is how it looks without the elevation: I want to assign biomes to the polygons following certain rules and use the slope on the ...
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How should I modify my terrain according to the biome? [duplicate]

I have this terrain I generated using Perlin Noise layers whose colors are applied based on the height of the vertex, just for reference before I am done being clear about how I will implement the ...
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How to make a cloudy looking planet?

In my game you navigate in space and you can come across planets. You can approach the planet and then land on it. At first I wanted the planets to be spheres, but then I realised how unpractical this ...
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I need an algorithm to build roads

I'm building a game (with TIC-80) for my 4yo daughter. Aim of the game collecting some items from the shops and delivering them to houses. I've built some levels by hand but I think that a need to ...
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How can I implement procedural generation with an undetermined amount of types of terrain?

I'm trying to create a very modifiable game starting with terrain in the form of a tilemap. Any type of tile can be removed, modified, or created by the user. The problem is that I can't find a way to ...
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5 votes
2 answers
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2D topdown generating stairs (access) to generated hill

I'm doing 2d topdown procedurally generated world. I'm generating perlin height values, and when certain value is crossed I'm generating one level higher, while edging biomes creates cliff of the ...
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1 answer
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How to handle octave & frequency in the Perlin noise algorithm?

I would like to implement a Perlin noise algorithm into my MonoGame project in order to procedurally generate 2D terrain. I've been using engines in the past (Godot, mostly) where there was an API to ...
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Unity - how Default Line material can be applied to line constructed using code, without using inpector to pass default material?

I have scene with camera, light source and empty object with an attached script. I generate red line but its material is never set. Ho can I set, in script, its material as Default-Line? Without this ...
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Splitting the mesh of a plane into submeshes

I am struggling a bit with this. I am trying to split a plane recursively into subplanes, so that frustum culling is more efficient. I am doing that by dividing the indices into the 4 subplanes for ...
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How to manage huge number of vegetation positions across the world

How to manage positions of huge number of vegetation (grass in particular) in games? Do the positions have to be memorized or do they have to be generated on the fly? If so, can the grass always have ...
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Unreal Engine - Looping Procedural Mesh Terrain

We are building a procedural voxel terrain based game and have been doing really well. However we have hit a challenge that we have half the solution for. We need to figure out how to loop the terrain ...
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Check if a procedurally generated maze built out of cubes is solvable

I have created a procedural level generator in unity. However, occasionally the algorithm creates a level that is impossible to solve. Therefore, I tried to implement a navmesh agent to check if it is ...
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3 votes
2 answers
201 views

Should in-game events (raids) be announced?

Many survival games such as Rimworld will announce when significant events happen in-game. For example, when a raid, a disaster or a significant event occurs, the game will send a notification and ...
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1 vote
1 answer
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How do I carve rooms and corridors into my map to connect exits placed at the edges?

I'm creating an adventure/RPG top down game where the map is randomly generated divided into zones. A major problem I'm having trouble figuring out is creating exits placed at the edges. The game is ...
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How do I generate random worlds like Yoda Stories and Indiana Jones? [duplicate]

Hello I'm working on an adventure/RPG in C with solvable puzzles in the vein of Indiana Jones and His Desktop Adventures and Yoda Stories. I'm trying to generate a random world from maps pre-made in ...
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1 vote
1 answer
191 views

Generating consistent terrain chunks with unpredictable per-chunk seeds

I am working on an automatically generated (theoretically) infinite 2D world. The grid would be separated in chunks made of thousands of world tiles. We plan to use a Perlin noise function to generate ...
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6 votes
3 answers
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How does Terraria generate such large worlds initially?

I understand how large worlds can be rendered and drawn efficiently by splitting things into chunks, but as I understand it Terraria generates the entire world when you first create it. The largest ...
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Performant way to generate a cylindrical mesh along a dynamic spline

I am working on a mobile game, in which I am tiling a cylindrical mesh along a dynamic spline. The points of the spline are changing each frame, so the vertex positions and normals of the tiled mesh ...
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1 answer
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Find Largest Room in 2d World

I'm currently working on a generated(Perlin Noise) 2D Cave System with Unity. The Caves currently look like this: What I want to do is spawn the Player (and other stuff) in the big Part of the Cave ...
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2 answers
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How can I increase the amount of peaks in Perlin noise without decreasing sampling frequency?

I'm generating my game's map using Perlin noise. It's an infinite 2D world with terrain data loaded on demand. I'm using Perlin noise to generate terrain. However, I've noticed that the Perlin noise ...
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2 votes
1 answer
259 views

Is it a legal concern if a procedural name generator might generate the names of real people?

(This question is similar in spirit to this question, but I think this case is sufficiently different and specific enough to warrant a new question.) Background In one of my current side projects, I ...
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Blending Biomes in Procedural terrain generation

I've recently picked up procedural generation and it's been going great - until I decided to give Biomes a shot. With my current setup, I can assign a specific point in my world a biome based on its ...
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1 vote
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Which algorithms to use for drawing procedural paint splatters?

I want to create procedural paint splatters on textures. I want somewhat similar effect like in Splatoon 2. I think I need to modify albedo image - drawing splatters there. Right now I came up with ...
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1 vote
1 answer
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Procedural Dungeon Generation with set room sizes and no hallways

I am working on a generator for a Dungeon game. Basically, I have different types of rooms, and different shapes of rooms. The different types contain a list of allowed shapes, and each shape contains ...
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How to implement Minecraft's terrain generation?

I'm working on a server-compatible Minecraft client. That's quite easy right now, as most of the gameplay is handled server-side, and the client simply has to take care of the rendering. Since the ...
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How to texture procedurally generated custom terrain mesh

I am making an infinite procedural terrain for my game and currently trying to apply textures to it. The generated terrain has different biomes, so I want to texturize the terrain based on biome and ...
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