Questions tagged [procedural-generation]

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

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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 ...
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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, ...
Howler'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 ...
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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
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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
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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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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 ...
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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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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
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167 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 ...
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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 ...
Finch Youngs's user avatar
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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 ...
Giuseppe's user avatar
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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 ...
Fedor  Petrov's user avatar
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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 ...
ireece1's user avatar
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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 ...
Alex CB's user avatar
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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 ...
Isaiah Day's user avatar
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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 ...
Giuseppe's user avatar
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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 ...
Michael Moreno's user avatar
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1 answer
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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 ...
Henningsson's user avatar
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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 ...
Giuseppe's user avatar
1 vote
2 answers
271 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
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1 answer
346 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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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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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 ...
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
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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 ...
IMGSaibh's user avatar
19 votes
2 answers
4k 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
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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 ...
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 answer
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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 ...
Tudvari's user avatar
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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 ...
user2108462's user avatar
1 vote
1 answer
936 views

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 &...
Treer's user avatar
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4 votes
0 answers
207 views

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 ...
PaperBirdMaster's user avatar
1 vote
2 answers
110 views

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 ...
Confused Merlin's user avatar
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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 ...
arcadeperfect's user avatar
1 vote
0 answers
157 views

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 ...
Candle's user avatar
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1 answer
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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 ...
erik's user avatar
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2 answers
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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 ...
TomKern's user avatar
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8 votes
1 answer
420 views

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 ...
IanLarson's user avatar
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1 vote
1 answer
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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, ...
suburb1a's user avatar
1 vote
1 answer
405 views

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 ...
gamer1's user avatar
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