Questions tagged [procedural-generation]

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

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How to make a procedural tilemap island with more than one tile in unity?

I have been working on a simple survival game. I made the character and some basic elements (I'm new to the field though). But what I could figure out how to make is the world generation. I just ...
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5k views

How do Minecraft know where village's buildings are if the village is not generated yet?

I'm trying to understand how chunk generation works in a deep level and all the information I found does not explain how the villages are generated properly without visual glitches during generation. ...
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How to create a procedural dungeon crawler like the binding of isaac? (javafx)

I want to create a procedural dungeon crawler map, like the binding of isaac. The aim is to connect multiple rooms in a 2D-array, where the player can traverse through. Each room will have doors, such ...
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Possible sizes of N in tiled Wave Function Collapse

I've been attempting to implement tiled WFC, but I'm having trouble differentiating between the different flavors of the algorithm. When it comes to using tiles instead of pixels, most articles (...
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How to generate random waves for a bullet hell game that feel balanced and natural

My game consists of 'waves' of objects called 'spawners', which once every certain amount of time (their firetime), move to a new place on the screen and spawn an enemy. Each wave has 4 important ...
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Adding A Mesh Collider Async

I am building an infinite landscape and I generate all of the terrains procedurally. I recently offloaded my terrain generation code onto another thread to try to eliminate the freeze up when new ...
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85 views

Generate road mesh from a graph

I want to generate a mesh for the entire road network(later I'll probably want to split it into chunks but for now this will do). My road network is stored as a ...
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1answer
84 views

How to generate smoother Perlin Noise?

So, recently I've been learning procedural generation stuff (Perlin noise specifically) and I've kind of hit a wall. This is the result that I've seen everyone get, but this is what I'm getting, ...
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1answer
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How can I make a solitaire game that can be solved?

It was not difficult to mix the cards and make them in solitaire format. But sometimes there are games that can't be solved. (For example in 3 turn mode) How can I make sure that the game can be ...
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228 views

Is it possible to find a seed based on 10,000 generated random numbers?

I'm currently entertaining an idea I've had about procedurally generating a world. I would like the entire world to be procedurally generated on the fly. So when a chunk is loaded, it uses a seeded ...
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Procedural generation for a text adventure game [duplicate]

I'm working on a text adventure game written in Python and I am at the point where I need to implement procedural generation for the map. As the user moves around, spots are generated, so the entire ...
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38 views

How to store the configuration of Unity prefab components during map generation?

I managed to have a basic map generation algorhytm, but now it needs some content. I generate abstract map data, which then will be used to build the map itself. When I want to generate monsters, ...
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How can I add biomes to my generated world?

I need a way to generate a world realistically. I want to generate worlds similar to dwarf fortress. My current code for world generation is this: ...
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Why isn't this script that removes duplicate faces from voxel generated mesh not working?

Hey this is my first post here. I'm trying to make a voxel world generation project for personal experience like minecraft like games. But I cannot find out why my script is not working as intended ...
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1answer
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Resolving contradictions in WFC more efficiently than naive backtracking

I just recently got started with the Wave-function-collapse Algorithm (WFC) in 3-dimensional space. I got the fundamentals working and wanted to now move on to let the algorithm automatically resolve ...
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Procedural dungeon generation

Im making a rouge like game, and I need a better way of generating a dungeon. My requirements for a dungeon must be: Have multiple rooms and corridors All rooms and corridors must be accessible My ...
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Same noise generator for C# and Javascript

I'm writing a 2D web racing game with procedural generated maps using perlin noise(as a university project). The server is written using C# and the client using Javascript. I've developed procedural ...
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3answers
168 views

Godot 3.1: procedurally generating TileMap with AutoTiles

I'm making a start on a 2d top-down game in Godot, using a TileMap and OpenSimplex Noise to generate the terrain. It works pretty well, creating decent contiguous regions of different types of ...
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Can I rely on a Navmesh for X/Z movement and manually place my agent on the Y axis?

I'm generating my terrain mesh around the player (along with collision mesh and Navmesh). It's tile based, when the player moved enough I generate necessary tiles render meshes, then collision meshes ...
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139 views

Huge procedurally generated subway transit map

How could I generate a single transit map image , which is not based on any real map, on a massive scale? Are there algorithms or tools which could do something like this already? Unlike ...
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52 views

Multithreading or compute shaders for procedurally generated terrain

I'm trying to code a game in Unity with a procedurally generated terrain that is divided into chunks. Is it faster to use multithreading or compute shaders to generate the terrain and mesh? If it ...
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41 views

Map Generation Biome - 3D Zonation Altitude/Temperature/Moisture

I'm working on an endless map generator and I have a question about biomes selection. I already have all the work done to generate PerlinNoise (actually for map altitude and moisture) but every graph ...
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1answer
95 views

Blend different biomes using linear interpolation

I've been scouring the internet for hours looking for a solution to blending biomes that have different amplitudes and frequencies together to create a seamless world. A recurring theme I'm seeing is ...
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How to compute biome data?

Am working on a 2D procedural terrain generator. It works by computing seamless chunks and a window which extracts the currently required area (a principle inspired by Minecraft, but not quite, since ...
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Removing detail in terrain grid where it's not needed

Let's say I have a terrain system which uses a brute force approach to rendering; a typical regularly spaced grid which covers the whole area, and there's no level of detail system. One possible ...
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1answer
60 views

How to store unique keys for an infinitely generated, chunked world?

My game is made up of chunks which are identified in world space with and X and Y coordinate. Each chunk contains 16 tiles by 16 tiles by 4 layers. So that I don't have to loop over every single tile ...
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77 views

Question about CDLOD quad tree

I have been digging and researching into CDLOD and there are some things I dont understand. https://github.com/fstrugar/CDLOD/blob/master/cdlod_paper_latest.pdf states: The quadtree structure is ...
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63 views

Performance problem with chunked LOD

I managed to create Zoomable planet. When I get closer to it the respective chunks are splitting and every split holds 4 x 16x16 grid (1024 verts). When getting closer the respective chunks split ...
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Chunked LOD split by distance

So when you get near to the chunk it splits, and then when getting near to the splited chunk it does the same again and over (quad tree). But what is the formula for calculating the distance when it ...
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1answer
91 views

Generating lakes and rivers on 2D grid

I recently posted a question about how to technically represent a generated terrain similar to the game kingdoms and castles. I got some great advice and decided to create a 1x1 cube at each ...
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2answers
691 views

How do you technically represent a procedurally-generated map in the scene?

I've always wanted to create the type of map generator they use in Kingdoms and castles. Basically you provide a seed, and it generates land/water/trees/resources. Their maps are also completely flat (...
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2answers
100 views

How to form a sphere from Voxels

I want to form a Sphere given radius from blocks given size. And can't figure out the code / algorithm. Any help appreciated. Edit: I dont wan't the Sphere to be filled, just the outer shell Edit: ...
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UE4 - UProceduralMeshComponent - texturing issues

I am having a lot of trouble texturing a procedural mesh in UE4. I am using perlin noise from Accidental Noise Library with PolyVox to generate randomized marching cube terrain. Accidental Noise ...
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101 views

3D terrain generation with overhangs/caves

3D terrain with 2D noise function as heightmap is kind of 'easy'. Make a plane and adjust height based on the noise. How would one start working on 3D terrain with overhangs/caves? There are some ...
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FMB alteration based on derivative and noise value

I'm still working on my procedural terrain generation and kind of sniffing ideas from Sean Murray (No Mans Sky programmer). So I watched this GDC17 presentation, but some things just don't make sense ...
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1answer
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Derivatives usage in FBM core

So I learned now about derivatives and fbm, but can not figure out the effect of this code example (credits https://www.iquilezles.org/www/articles/morenoise/morenoise.htm, bottom of page): ...
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Zooming into generated map

I have generated a 1024 X 1024 heightmap using Open simplex noise. Now i want to zoom into a 64X64 area. Every pixel in the 64X64 is not 16X16 on the larger scale. I tried just generating the area, ...
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1answer
123 views

Domain warping with Perlin noise

I'm trying to achieve the effect from https://www.iquilezles.org/www/articles/warp/warp.htm with no success. Here is the experiment http://jsfiddle.net/fro5y0jm/15/ with canvas. Any ideas?
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1answer
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Analytical derivatives for noise

Lately i'm doing lot of research regarding procedural terrain generation. I do a lot of learning from www.iquilezles.org. I'm now familiar with such things as perlin/simplex noise, fbm, domain warping,...
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4k views

Continents with Simplex noise

How do I turn Simplex noise like: into something like: or The noise has too many white spots and varies too much to represent things like continents. Where it's water, water, water, and then land ...
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1answer
40 views

How to seamlessly handle multiple procedural 2D levels in Unity3D?

I have a dungeon generating algorithm, but I would like to generate X levels, which are all connected somehow. I have a few approaches, but all of them has problems and questions, and I wonder how i....
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1answer
85 views

How do I create a spherical world to explore?

So to preface this question, I have done a lot of research on this, but most of it has proven unhelpful, possibly because I'm not sure the proper way to phrase what it is that I'm trying to ask, so I ...
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1answer
61 views

Saving and loading a GameObject's full state easily in Unity3D?

I'm working on placing predesigned tilemap rooms in my procedural dungeons, and I would like to design the items' and monsters' placement in these special rooms as well. Currently I "compile" my ...
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1answer
207 views

How do I use this Perlin Noise texture to change the mesh?

Using the Unity docs page on Perlin noise, I made this script: ...
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1answer
101 views

Saving predesigned tilemap “rooms” and access them in script in Unity3D?

I'm working on a top-down rogue-like in Unity3D, and I already have some kind of dungeon generation. The next feature I'd like to implement, is to predesign some kind of "event rooms" (i.e. boss ...
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1answer
54 views

Quick way to approximate a truncated gaussian distribution?

I'm doing some procgen stuff and I need a truncated gaussian distribution. Basically, I need a way to get the same thing as this: ...
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0answers
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How to make Procedual Context Sensitive Mesh Generation during Runtime

In the game that i am trying to make i essentially generate an infinitely generating maze that has no dead ends and each corridor is of the same width. i have successfully managed to create this ...
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27 views

How to generate point based on a map

I am making a multiplayer game in Unity, with a socket.io server in NodeJS. I am using a globe, with a texture to represent the world in Unity. Let's say something similar do this. Now, there I am ...
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How can I spawn objects in a volume without intersection?

I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
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1answer
120 views

How to set the UVs of a procedurally generated road mesh?

I want to create a road through a c# script in Unity. I created a mesh like this. The "vertetices" first adds the left and then the right points. Then set the UV the same order and value as "...

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