Questions tagged [procedural-generation]
Procedural generation is the construction of content based on algorithms and calculations rather than by hand.
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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 ...
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How to generate levels similar to Spirit Hunters: Infinite Horde?
I am doing research on map generation, and want to know how to generate something like this area in the game Spirit Hunters: Infinite Horde:
Here are the specific features I want to reproduce:
Layer ...
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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:
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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Navigation in a TileMap with 2 types of tile in 1 cell in Godot4
I'm stuck with the navigation in a TileMap based scenario in Godot 4. My intention is to make the enemy (boats) to chase the player while avoiding procedurally ...
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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 ...
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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 ...
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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 ...
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How are particle wave animations implemented?
There is a common sci-fi effect trope I see where luminescent particles move in a way that gives an appearance of waves, like in this Assassin's Creed loading screen or this image
A trivial ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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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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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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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2
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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 generated data 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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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 ...