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 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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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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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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How to scale mesh generation based on cellular automata & marching squares?

i'm trying to generate some island with cellular automata and marching squares based on this tutorials Procedural Cave Generation i managed to generate some island shape mesh and i'm quite satisfied ...
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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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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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1answer
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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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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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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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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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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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1answer
227 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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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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1answer
124 views

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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Python Opengl Procedural Terrain Rendering

I am rendering procedural terrain in Python using OpenGL. Once generated, data for each terrain tile is stored in lists. However currently I am only getting around 25fps despite rendering only around ...
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172 views

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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How realistic are procedural textures in sandbox?

I'm working with Unreal and want to make a Minecraft-Style Block-Sandbox with HD-textures. Since at that resolution the repetitive pattern becomes too noticable, I'd like the game to generate the ...
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How can I detect and hide faces inside an object when combining two or more meshes?

I am trying to make a game where the player can make vehicles out of parts. To apply proper physics to the vehicles, like drag and buoyancy, I would like to get the outer hull of the various parts ...
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1answer
176 views

Procedurally generated mesh makes weird shapes

I'm developping a procedural terrain generator in Unity 2020.3, using Sebastian Lague's tutorials and knowledge i've gathered through college projects. The heightmap looks just fine, and i had no ...
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1answer
163 views

Problems blending biomes together in relation to moisture/temperature

I am trying to achieve smooth biomes blending for my procedural 3D terrain. I've been doing some research on this creating biomes topic and I found some good sources that talk about creating biomes by ...
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2answers
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How can we generate 3D architecture in a racing game's background procedurally with respect/similar to the real world?

In the last few days, I jumped into searching is there a conventional/convenient way to build 3D architecture quickly, most likely by some accessory software like CityEngine, BIGEMAP, or google maps' ...
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1answer
160 views

Problems creating a biomes map

I am working on an infinite procedural terrain generator and at the moment I am trying to generate a proper heightmap from a biomes map. I'm not sure what is the best way in creating a proper biomes ...
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2answers
88 views

How do I program procedural generation with objects that must fit together in specific ways?

I'm working on a game where I have to procedurally generate a large open room building. I'm using Unity, but I think this applies to any engine. The room is made up of different wall segments. What ...
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3answers
290 views

Place Buildings to represent village

I try to convert an array of Buildings into a representation of a small village. There are several different buildings in a village, like factories that are located on the outside of the village, ...
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Unity procedural mesh with different colours/texture per layer

I'm generating a procedural mesh, which is a 9x9 grid of cubes. I've written it so that none of the internal faces are rendered, until a cube above it has been removed, at which point the new faces ...
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Octree LOD without traversing the entire tree

I am working on a voxel engine that uses a huge Hashed Linear Octree that reconfigures when you move. Each octree leaf is a voxel. The world is procedurally generated using 2D Perlin noise. The octree ...
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1answer
54 views

How to make non-standard sized zones for a procedurally generated 2d map?

I am making a procedurally generated map with different zones (plains, forest, village, etc) and am currently just designing each one as a square zone. However, I think it'd be neat if the zones were ...
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1answer
121 views

How to perform right-angle pathfinding?

I'm developing a procedural dungeon generator using pre-built rooms and currently I'm using A* pathing to create corridors to connect one room's door to another room's door. The problem with this is ...
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1answer
133 views

Generating Realistic Looking Wire in Unity

I'm designing a game that involves the simulation of a breadboard. I would like some advice on the best way to simulate jumper wires used to connect various places on the breadboard together. I have ...
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How to add caves to a terrain mesh generated with 2D noise [duplicate]

Am I getting it right, that when I'll make a single mesh that represents terrain using unity's built-in 2D Perlin noise function, then I'll be able to somehow add caves using whatever (Perlin worms ...
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1answer
43 views

Translating conditions ("If A has B, then true") into objects that satisfy them ("A has B")

I have a system where I'm sifting through a large number and variety of objects in my game, looking for objects that match an arbitrary search criteria that can be simple or complex. For example, ...
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1answer
102 views

Calculating distance in procedurally generated mesh LOD system

I'm creating a procedurally generated planet mesh based on quadtree splitting to support LOD system. I cannot find any relevant info how can I calculate distance between the camera and LOD chunks. I ...
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What approaches are there to blending multiple terrain types? [duplicate]

So for my university final assignment I'm doing a procedural world generator in unity. The idea is that different types of terrain are generated such as ocean, swamp, hills etc. I have the different ...
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1answer
202 views

How to draw grass sprites without using gameobjects?

I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system. Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic ...
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3answers
744 views

Behavior Trees or GOAP for Rimworld-like game?

I am currently making a Rimworld-like game. For now, it is identical in appearance, how the map works and how the pawns (colonists) are supposed to function. Core world-generation logic and A* ...
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1answer
87 views

How can I maintain a contiguous area when generating a tilemap using Wave Function Collapse?

I'm using Wave Function Collapse to generate a tilemap, and I'm trying to come up with a way to maintain a contiguous area during generation. As an example: ensuring all "walkable" tiles are ...
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Tagging "regions" in rot.js map generator

I'm working on a small roguelike and I'd like to be able to tag the various "regions" generated via the Map generators so that I can use it as a lookup to environment descriptions. I see ...
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1answer
140 views

Deterministic Procedural Wave Function Collapse

I've been looking into the Wave Function Collapse algorithm and was wondering if there is a way to make it (appear) deterministic regardless of starting position. I can see how this is trivial if the ...
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1answer
96 views

Procedurally Generating Locked Doors

An upcoming goal of mine is to write a procedural generation algorithm for daggerfall-esque dungeons. However, I plan on including doors locked with specific keys and I would rather they be able to ...
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How can I generate mesh distance fields at runtime on a procedural mesh in unreal engine 4.26?

I am building a simulation game that and I that allows the player to create procedural buildings rather than placing static scenery items. If possible, I would like to write a shader that can take the ...
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Running into memory issues during procedural generation

I'm procedurally generating a map of hex cells and creating a variety of paths along this grid. As I'm creating these paths every about 10 runs of the game, Unity is running out of memory while ...
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1answer
115 views

Domain distortion on a spherical texture (planetary surface)

I am experimenting with procedural techniques to generate planetary terrain. I have close to zero knowledge so I started with something simple, using perlin noise and domain distortion. My goal is to ...

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