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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Painting a tilemap through scripts

I'm pretty new to Unity so please excuse me if I have the wrong idea here or I'm mistaken about some concepts. I have read through the Unity documentation for Tilemaps as well as the Grid GameObject ...
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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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Procedurally generated paths with intersections

The Problem I've been attempting to create some procedurally generated paths for a while now, but I've reached a problem when it comes to generating the intersections of the paths. The paths are ...
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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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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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Perlin Noise Variations

Currently I'm making a voxel survival game. About a month ago I embarked on procedurally generating terrain using Perlin noise. I understand how to use and apply it for the most part. However I do not ...
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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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1answer
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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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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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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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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 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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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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1answer
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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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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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1answer
314 views

Workflow for creating spherical heightmaps

I'm wondering how I can create a spherical heightmap. In my ideal workflow, you'd see a 3D sphere that you can edit using procedural terrain techniques (like World Creator) and that spherical terrain ...
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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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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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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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2answers
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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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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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1answer
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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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
269 views

Background made with procedural shapes

I would like to know how to make a background like Super Hexagon managed to do: a hexagon in the middle and equally sized trapezoids. There's a screenshot below & the here is the effect in motion....
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1answer
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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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8answers
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Algorithm for creating spheres?

Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, ...
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1answer
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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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1answer
954 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
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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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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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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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2answers
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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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5answers
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Huge procedurally generated 'wilderness' worlds

I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could ...
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How is a 3d perlin noise function used to generate terrain?

I can wrap my head around using a 2d perlin noise function to generate the height value but I don't understand why a 3d perlin noise function would be used. In Notch's blog, http://notch.tumblr.com/...
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2answers
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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
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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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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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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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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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2answers
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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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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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