Questions tagged [procedural-generation]

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

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Any way to combine instantiated sprite renderers into one texture so I can apply into a plane at runtime?

So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer ...
7
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1answer
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How do I generate a smooth random horizontal 2D tunnel? [duplicate]

I'd like to create a smoother version of the navigable and quite natural-looking random tunnel found in this classic helicopter game. It should ideally be... infinite, so more can be generated as ...
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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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2answers
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Algorithm for procedureral 2D map with connected paths

Problem to solve: Generate a random 2D dungeon map for a tile-based game where all rooms are connected. I am looking for better solutions than what I currently have. My current solution is that I ...
49
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3answers
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How can I generate Worms-style terrain?

I'm working on a Worms-styled game and want to generate some terrain procedurally. I've previously done a lot of terrain generation using perlin noise, and this is what I started out using for this ...
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3answers
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How can I create a random “world” in a tile engine?

I am designing a game that is working on a classic tile engine, but whose world is generated randomly. Are there existing games or algorithms that do this? The procedural generation algorithms I have ...
2
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1answer
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Game states & passing data between scenes

I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (...
54
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3answers
49k views

How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
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4answers
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Procedural… house with rooms generator

I've been looking at some algorithms and articles about procedurally generating a dungeon. The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements. For ...
47
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5answers
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What are some ideal algorithms for Rogue-like 2D dungeon generation? [closed]

What are some good resources regarding procedural content generation in the context of dungeon generation? Closest article I could find was Algorithm for generating a 2d maze, which isn't quite what ...
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6answers
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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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How to load a spherical planet and its regions?

I'm designing a game partially composed of planets exploration. I want to use pseudo-random generation for them, regenerating from a defined seed when I have to load them rather than store every ...
7
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1answer
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What is a good technique for 2D tile-based terrain generation meeting these requirements?

As a summer project I decided it would be fun to make a Flash game. Right now I'm going for something like the look of Terraria. It's been a lot of fun, but today I've hit a snag. I need a way to ...
12
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3answers
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How do I generate terrain like that of Scorched Earth?

I'm a web developer and I am keen to start writing my own games. For familiarity, I've chosen JavaScript and canvas element for now. I want to generate some ...
10
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1answer
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How can I fix zig-zagging UV mapping artifacts on a generated mesh that tapers?

I am creating a procedural mesh based on a curve and the size of the mesh gets smaller throughout the curve as you see below. And the problem is UV gets zig-zagged as the size changes (it works ...
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1answer
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Creating a set of islands by subtracting gradient values from a Perlin noise

The answers to this question explains fairly well how to create a big island in the center of the screen by setting up a gradient and then subtracting its value from a Perlin Noise. Anyway they ...
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1answer
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Generating spherical world from heightmapped terrain

I am using a standard heightmapped procedural terrain in my project. However, I want the terrain to appear spherical when the user zooms out. This is an attempt to simulate the appearance of a ...
75
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6answers
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How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
53
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3answers
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Algorithms for rainfall + river creation in procedurally generated terrain

I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like ...
27
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7answers
26k views

Algorithm for generating a 2d maze [closed]

What algorithm have you used in the past to generate a simple 2d maze?
27
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4answers
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Simple noise generation

I'm looking to generate noise that looks like this: (images courtesy of Understanding Perlin Noise) I'm basically looking for noise with lots of small "ripples". The following is undesirable: Are ...
19
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3answers
10k views

How can I generate random lakes and rivers in my game?

I have a 2D block building game and am trying to make randomly generated lakes and rivers. I have looked into the Perlin noise algorithm, but, I couldn't get it to generate random and nice results. I ...
10
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3answers
4k views

Reduce the number of edges of a graph, keeping it connected

I'm designing a game with random generated dungeons. I'd like to view this as a connected, undirected graph in which nodes are rooms and edges are doors or corridors. Then I choose a "side" node as ...
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1answer
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Algorithm for randomly generating reachable platforms

I want to randomly generate reachable platforms on the fly for a 2D game. Right now, I am just creating platforms at random x,y positions. Only 4 platforms can exist at once, so once the 5th one is ...
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2answers
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How to blend biomes with procedural terrain

I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion. ...
47
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3answers
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How to generate random level from a seed? [closed]

How would I go about using a random seed to generate a game level? The same seed should always generate the exact same level. For this example it would be a Worms style level. So each level would ...
28
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4answers
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Generating tile map

I am programming a tile based game and I have some basic tiles (grass, dirt, etc..), but I can't figure out how to make good random map generation, because when I do some really random selection, if ...
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3answers
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How do you programmatically generate a sphere?

Could someone please explain how it would be possible to create a sphere vertices, indices and texture coordinates? There is a surprising lack of documentation on how to do so and it is something that ...
10
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2answers
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Using L-Systems to procedurally generate cities

I'm currently making an app that focuses a lot on procedurally generated content. So far, I've successfully implemented the procedural generation of the terrain and shape of a map using simplex noise. ...
15
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1answer
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Terrain Generation for Tile-Based 2D Platformer

I'm currently working on a tile-based 2D platformer similar to Terraria in some ways, although I'm having difficulty with the terrain generation. I have some basics done, although they do not come out ...
23
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6answers
10k views

What happened to procedurally generated textures? [closed]

I recall some time ago that procedurally generated textures were becoming a big deal that a lot of people/companies were really interested in with some serious benefits (smaller deployments, ...
16
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1answer
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Procedural Generation of Infinite Level

What are some good approaches to procedurally generating an infinite 2d level? The level could be constrained in either dimension but not necessarily. The approach that makes most sense to me so far ...
16
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8answers
7k views

How do I create tileable solid noise for map generation?

Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant) I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my ...
22
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1answer
13k views

What is “procedural generation” and how is it done?

I hear a lot about "procedural maps" and "procedural textures". What does that mean exactly, and what resources are there for learning these techniques in a game?
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3answers
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A simple map, four biomes, and how to distribute them

Here's the basic idea: I've got a Rogue-ish, perhaps Dwarf Fortress-ish game, with a randomly generated overworld and several dungeon entrances scattered around it. I already have the dungeons ...
31
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10answers
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Why is permadeath essential to a roguelike design?

Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers ...
8
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3answers
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How would I go about generating a star map?

Im trying to generate a star map. My try would be: Have a width and height for the map. Place points (stars) randomly across the area of width and height. A simple approach, but it has the problem ...
10
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3answers
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Name generation

I'm making a game (or planning to, at least) and to do that, I need a way to automatically generate names for the NPC "bosses" (long explanation and irrelevant here). Something like this is a good ...
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3answers
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Generating random Pools or lakes

I have implemented functions that can draw any polygonal shape, however I have been unable to generate a smooth shape that mimics the rounded edges of a lake. I tried generating two circles and ...
7
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2answers
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What is the most appropriate path-finding solution for a very large proceduraly generated environment?

I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
8
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3answers
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Overcoming float limitations for planet-sized worlds in Unity

As far as I know, going further than 1M units from the world origin in Unity is hardly possible due to floating point precision issues. Making a world more than 1M units in radius would require ...
10
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2answers
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How to remove floating terrain when generated with 3D Perlin Noise?

I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
2
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1answer
1k views

TopDown Island Generation

I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions: 1.Fast, simple procedural 2d island generation 2.Generating ...
4
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3answers
208 views

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: ...
3
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1answer
421 views

Volume preserving procedural mesh deformation

I'm having difficulties trying to create a procedural mesh that deforms on impact. The deformation is meant to look and feel like metal when it is being forged. Since this is less of an aesthetic ...
3
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3answers
5k views

Using random numbers with a bias

I appear to be awful at describing the question so I'll try and describe the problem. I want to add a random amount of heads to my creatures but I want to be able to determine several things. a) The ...
3
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1answer
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How can I generate biome borders?

I'm looking for ways to generate random biome borders (like what Minecraft has). One technique involves choosing specific biomes based on (eg) a rainfall map and a temperature map. But that just ...
3
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2answers
2k views

Creating a basic character skeleton from code

I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is to use the code to generate a simple creature skeleton (I'll get to the skin ...
2
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1answer
908 views

2D Terra(ria)in generation - Accidental noise

I'm currently trying to implement terrain generation as described on the following page: http://accidentalnoise.sourceforge.net/minecraftworlds.html. But I have issues understanding how to interpret ...
3
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3answers
622 views

What are the techniques used to save space with very large levels?

Some days ago I was thinking "how would I store the real world into a continuous game level ?". I guess it must have been some challenge for RockStar engineers (for GTA 4 or Red Dead Redemption) or ...