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Questions tagged [procedural-generation]

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

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Why is my perlin-noise generated texture a uniform grey?

I'm following Brackeys' tutorial for perlin noise and i'm at the point where he's just done the offset thing but this whole time all that i'm seeing in my project is a plain gray square, no matter ...
FNaF_Master109's user avatar
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1 answer
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Connecting Isolated Paths in Randomly Generated Maps

I am new to game development, I previously created games using tiledmap editor and pygame, but manually creating map was real pain, so i begun to look how can i procedurally generate map, after ...
Bishnu Chalise's user avatar
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Implementing Intersection Logic and Mesh Construction for Procedural Spline-Based Roads in Unity

I’m currently working on a project in Unity where I’m creating procedural roads based on splines. At present, the roads are implemented by extruding a 2D shape along a spline or a straight line, ...
xephosbot's user avatar
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How do I connect city centers in a realistic way

I am making a FPS/RPG exploration game (first person shooter RPG, think first person Zelda with guns), and one of the main focuses is a large city. Due to the fact that I am an indie dev, and don't ...
YANNTASTIC5915's user avatar
1 vote
1 answer
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How to generate a series of checkpoints randomly along a 2D line

I was wondering how I would go about generating a series of checkpoint gates along a 2D line in my game. A bit of background, my game is a 2D reinforcement learning car driving simulator, I have a ...
Techwizard's user avatar
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How to optimize random path generation with checkpoints and collision detection

I'm looking for a way to generate a random path based on midi note onsets (timing points) for a simulation/game. I will briefly explain how it works for context: I'm working on a simulation type game ...
Ingmar's user avatar
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How to make a 2D Procedural Track Generation Algorithm

I would like to create an algorithm that generates a random track that a car can race on. How would I best go about such an algorithm? I will be using Unity 2D, but for my project I require using an ...
Techwizard's user avatar
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How would you intentionally create overlapping rooms with procedural generation?

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
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Making games for yourself with a story?

I want to develop games for myself. Sadly, I'm limited to making text-based things (though this does have some practical benefits). The biggest limitation though is none of my games can really have a '...
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Lifelike terrain generation

I am making a game, and I want to have life-like terrain generation. Some issues with procedural noise, and other algorithms like midpoint displacement is that some features of the land that they ...
Roylat Gnail's user avatar
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Terrain Determination in Perlin Noise Texture in Godot 4.2.1

For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
Haruto Kaito's user avatar
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triangle twice too big for mesh blueprint

I don't understand why the triangles covering my mesh are twice too big Here's my blueprints main function calling the mesh and the triangle function: the mesh function which is supposed to work ...
loic tonneau's user avatar
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Help with making biomes and cities with procedural generation

I'm working on a game in Unreal Engine 5 with Blueprints and the Fast Noise plugin. I've been having trouble getting the biomes and cities set up. I'm not fully sure how to make the biomes affect the ...
Jam's user avatar
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2 answers
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What is the process to transform physics positions in pixel art (ex. Rain World)?

In this video (GDC 2016), Rain World developers explain a lot of the procedural animation process in the game. However, it is not clear to me how you go from physical locations and bones to the smooth ...
evilmandarine's user avatar
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biome blending using multiple biome (altitude, humidity) points

I have a noise function for altitude: float getAltitude(x, z) and noise function for humidity: float getHumidity(x, z) and at each cell of my terrain I calculate a (altitude, humidity) point, and then ...
BogdanB's user avatar
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116 views

Random Grid Generation with Random Density

I have a 2D grid of cells in Unity, and each cell can be on or off. I want to randomly generate the on cells, and when I just assign a probability to each cell, the entire grid has the same density, ...
twilightstar's user avatar
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How to smooth 2D procedurally generated terrain and create a collider from a Tilemap in Unity

I am making a 2D procedurally generated game like Terraria, and I want my terrain to be smooth similar to how games like Hill Climb Racing look. I have a Tilemap that renders my tileSprites and a 2D ...
Jacko_256's user avatar
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How to generate visually stunning tilemaps?

I previously asked this question but I don't think it was well phrased, so I want to rephrase the question. I want to generate tilemaps that resembles the pixel art world maps from "Shovel ...
bli00's user avatar
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Can WFC generate aesthetically pleasing maps?

Is wave function collapse actually capable of generating aesthetically pleasing tilemaps? Let's very roughly define "aesthetically pleasing" using an example from the world map of "...
bli00's user avatar
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Using Unreal Engine 5 PCG graph to spawn terrain altering blueprint actors causing loop

I am using a PCG graph to spawn in actors, which are blueprint stamps for the terrain height map. I believe the issue I am facing is that when the blueprints are spawned, they alter the terrain, which ...
Sudoadmin's user avatar
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Optimal Approach for Transmitting and Rendering Large Pixel Art Game Maps in Unity

I'm working on a pixel art game in Unity, and my backend (Which is actually written on Golang) has generated a massive dataset of tiles for a 1000 by 1000 world (it could be even more). I'm wondering ...
Resorter's user avatar
2 votes
2 answers
1k views

How to generate resource clusters on a 2d map like Factorio?

I am trying to add some ores on my map using Perlin noise. The problem is sometimes Perlin noise does not produce enough values above the threshold, causing the amount of one ore is much lesser than ...
silkmoon18's user avatar
2 votes
0 answers
151 views

How to paint terrain details (e.g. grass billboards) programmatically?

In Unity, is it possible to paint terrain details such as billboarded grass textures programmatically? (The kind that appear vertical and wave according to wind settings.) What I know so far (or think ...
ChurlishCanadian's user avatar
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1 answer
214 views

Procedural Path Generation

I've been trying to make an algorithm to procedurally generate a path from a tile map attached below. I'm just looking for a method to go about doing this. EDIT: I want to make a path for a tile map ...
Daniel Kharis's user avatar
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Do "procedurally generated" skyboxes on the Unity Asset Store use machine learning trained on existing images?

I noticed that some skyboxes on the Unity Asset Store specifically say they use AI image models like Stable Diffusion, for instance "Stylized Space Skybox pack": The description of this ...
Job_September_2020's user avatar
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161 views

How to do Tileable Perlin Noise in C++?

I'm currently making a game that is going to involve terrain generation. I've already tried terrain generation using FastNoise2, and it "worked" and honestly would be faster than the "...
ChrisNonyminus's user avatar
1 vote
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250 views

Procedural NavigationPolygon for a platformer in Godot 4

I'm trying to make navigation possible for npcs in a 2D platformer. The game generates chunks with random platforms as the player ascends, so I also need to implement the navigation procedurally. Each ...
Alex CB's user avatar
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Gaps between terrain chunks generated with marching cubes

My generated terrain chunks have gaps between them: I'm using Compute Shader and Simplex Noise from FastNoiseLite library to generate noise: ...
aress's user avatar
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1 vote
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How to connect terrain chunks smoothly? [duplicate]

I'm generating a 3D terrain chunk based on Simplex Noise and Marching Cubes algorithm to create mesh. My chunks have global coordinates (x,y) e.g: (0, 1), (-1, 1)... Noise is generated using Compute ...
aress's user avatar
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1 answer
228 views

Why Does Offsetting Perlin Noise Cause Zooming In To No Longer Work?

I am creating a game in which a world map is generated using Perlin noise, and then specific points in the map are rendered using higher resolution Perlin noise. I am trying to do this by zooming in ...
Finch Youngs's user avatar
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1 answer
138 views

How to fix diamond artefacts in diamond square algorithm?

I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial I store the height values into ...
Giuseppe's user avatar
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563 views

How to provide an array of positions to Create Points Node via Blueprint variables?

I wanted to use the Create Points node from PCG to align objects in a certain way. For this I've created a variable in my Blueprint ArrayOfPosition with type Array ...
Fedor  Petrov's user avatar
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1 answer
233 views

Rendering Infinite 2D chunks?

I'm working on a top-down 2D RTS with C++ and SDL2, and have implemented the biome/terrain generation, tile rendering and a rudimentary camera system. I already have the skeleton code in place that ...
ireece1's user avatar
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230 views

How to convert simple height map to a realistic landscape

So I have a simple height map, which is visualized using cubes. I'm wondering how I could convert this simple setup with cubes into more intricate terrain. I'm looking for it to look something like a ...
Isaiah Day's user avatar
1 vote
1 answer
353 views

What kind/type was the 3D terrain editor of Warcraft 3's World Editor? How it worked? [closed]

Warcraft III (WC3) had a lovely map editor that allowed for a whole lot of stuff, yes (this was the best result I could squeeze out of Google), but what to me stood out the most and what I played with ...
tomsseisums's user avatar
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How I can compute normals vectors for a tessellated terrain?

I would like compute normals vectors for a tessellated terrain generated procedurally, in order to use them for a basic lighting. I don't know how I could do it. I can do it in the Tessellation ...
Giuseppe's user avatar
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1 answer
281 views

Calculating normals for a simplified terrain mesh

I am trying to simplify a mesh I am generating from a heightmap by creating larger triangles for areas of equal elevation, like this: This however gives me issues with my normals: I am calculating ...
Henningsson's user avatar
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516 views

How I can compute normals in a tesellated terrain?

I'm trying to generate a terrain using tessellation. I tesselate patches, so the amount of data passed to the GPU is 4 * numberOfPatch * numberOfPatch. My problem ...
Giuseppe's user avatar
1 vote
2 answers
298 views

Distributing objects on an infinite map with density decreasing with distance from the center

I'm working on a game that has a procedurally generated world akin to Minecraft, but in 2D. I'm generating my terrain by using Perlin noise to determine heights and type of terrain. The advantage of ...
Charles Nough's user avatar
1 vote
1 answer
394 views

Trying to make a procedural generated map like the game "Unrailed!"

I am trying to make a procedural map similar to a game called "Unrailed!" I used perlin noise based on Sebastian Lague's video, as you can see below, the water would always be generated ...
ento's user avatar
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1 answer
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Procedural placement of objects with constraints

I need to procedurally place some objects on a 2D plane based on constraints like: Two objects should not be placed on the same line. On specific object should always be placed on the border of the ...
Mike's user avatar
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2 votes
0 answers
358 views

How can I add fake erosion in my infinite terrain generation?

I'm making a game where the terrain is infinite and procedurally generated. I'm using Perlin noise with octaves to make the terrain shape. I would like to implement some sort of erosion to make the ...
Vincent's user avatar
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0 answers
1k views

How to make voxel terrain mesh

I've been trying to make a procedurally generated "pixelated" (semi voxel) terrain (using Unity), as seen in Sebastian Lague's video on simulating ecosystems. (Image attached) I've tried ...
Geck's user avatar
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Get vertices back from shadergraph?

I am making waterwaves in shadergraph and i want to make a boat that will bop around on those waves, but to do that i need to get those vertices back into the CPU. I am unable to replicate those waves ...
BinaryPastaChef's user avatar
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Is there any benefit of combing Instance Meshing with quadtrees LoD?

I would like to know if there would be any benefit of combing Instance Meshing with quadtrees LoD? Besides the obvious performance improvement of only having one mesh I wanted to try and implement ...
Miguel Myers's user avatar
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1 answer
342 views

Perlin noise terrain generation around given road mesh

I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly. I generate the terrain ...
IMGSaibh's user avatar
19 votes
2 answers
5k views

What's the difference between 'Dynamic' , 'Random', and 'Procedural' generations?

I've been really struggling lately with the difference between dynamically, randomly, and procedurally generated maps/levels, I previously thought they were the same but now I have no clue. I've seen ...
loltrox's user avatar
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1 answer
150 views

How to find out which biome the player is currently on

I'm using Godot 3.5 and OpenSimplexNoise to generate my 2D topdown world with right (auto)tiles. How can I detect on which biome I'm currently standing on? This is how I generate my map (in some way ...
DDD's user avatar
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23 votes
7 answers
3k views

Consistent cross platform procedural generation

What techniques have people successfully used or can suggest to deal with a consistent cross platform math for procedural world generation? Also, if you have done this, what were the pros and cons of ...
MadMan's user avatar
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1 vote
1 answer
500 views

Seamless random morphing hex tiles' vertices in Unity3D?

I have a hex based, fully flat tilemap the tiles' mesh currently isn't generated, but a static mesh file containing 6 vertices, UV mapping, etc. Then I saw this picture on Unity Answers: I'd like ...
Tudvari's user avatar
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