Questions tagged [procedural-generation]

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

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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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0answers
224 views

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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1answer
209 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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0answers
401 views

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
514 views

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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1answer
111 views

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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1answer
293 views

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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1answer
173 views

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
144 views

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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1answer
703 views

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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2answers
1k views

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
186 views

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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0answers
737 views

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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0answers
599 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
72 views

FBM 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 Man's Sky programmer). So I watched this GDC17 presentation, but some things just don't make sense ...
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1answer
90 views

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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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
1k 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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1answer
208 views

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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2answers
5k views

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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1answer
107 views

How to seamlessly handle multiple procedural 2D levels in Unity3D?

I have a dungeon generating algorithm, but I would like to generate X levels, which are all connected somehow. I have a few approaches, but all of them has problems and questions, and I wonder how i....
2
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1answer
682 views

How do I create a spherical world to explore?

So to preface this question, I have done a lot of research on this, but most of it has proven unhelpful, possibly because I'm not sure the proper way to phrase what it is that I'm trying to ask, so I ...
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1answer
466 views

Saving and loading a GameObject's full state easily in Unity3D?

I'm working on placing predesigned tilemap rooms in my procedural dungeons, and I would like to design the items' and monsters' placement in these special rooms as well. Currently I "compile" my ...
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1answer
1k views

How do I use this Perlin Noise texture to change the mesh?

Using the Unity docs page on Perlin noise, I made this script: ...
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1answer
941 views

Saving predesigned tilemap "rooms" and access them in script in Unity3D?

I'm working on a top-down rogue-like in Unity3D, and I already have some kind of dungeon generation. The next feature I'd like to implement, is to predesign some kind of "event rooms" (i.e. boss ...
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1answer
80 views

Quick way to approximate a truncated gaussian distribution?

I'm doing some procgen stuff and I need a truncated gaussian distribution. Basically, I need a way to get the same thing as this: ...
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0answers
34 views

How to make Procedual Context Sensitive Mesh Generation during Runtime

In the game that i am trying to make i essentially generate an infinitely generating maze that has no dead ends and each corridor is of the same width. i have successfully managed to create this ...
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0answers
33 views

How to generate point based on a map

I am making a multiplayer game in Unity, with a socket.io server in NodeJS. I am using a globe, with a texture to represent the world in Unity. Let's say something similar do this. Now, there I am ...
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0answers
49 views

How can I spawn objects in a volume without intersection?

I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
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1answer
316 views

How to set the UVs of a procedurally generated road mesh?

I want to create a road through a c# script in Unity. I created a mesh like this. The "vertetices" first adds the left and then the right points. Then set the UV the same order and value as "...
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2answers
2k views

How to make procedurally generated terrain look realistic

I generated a terrain using a technique from this blog post, everything worked well and I got the wanted result. This is what my generated island looks like: As you can see the terrain have a polygon ...
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6answers
7k views

Procedurally generate regions on island

I currently have islands that look like this: And I want to procedurally subdivide it into regions, like this: What algorithm does what I'm looking for? Do you have suggestions on how to create ...
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3answers
483 views

How can I create procedurally placed points in an infinite world?

My issue is that I need to create consistently placed points in an open world. This means that optimally, I would have some function that takes an area as an input and outputs all the points that ...
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1answer
2k views

How does a minecraft biome finder generates map

How does chunkbase biome finder generates map base on seed? I was curious if chunkbase knows the secret formula for generating the map? Or it uses other math formulas such as scaling, mapping etc... ...
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1answer
137 views

Procedurally placing buildings on noise-field

So, I have a procedurally generated planet. In my case it's 3D (hexagon/pentagon globe) but for simplicity let's assume it is a 2D grid. I have distributed resources over this planet, using Simplex ...
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2answers
382 views

Alternative for using game object/prefabs for level generator

I just finished the Unity Tutorial for creating a simple 2D roguelike Mobile Game. Now I wanted to make my level bigger; finding or creating my own algorithm isn't the problem. My problem is that ...
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1answer
223 views

corridors between rooms not generating; dungeon generator

So i'm following this tutorial http://www.rombdn.com/blog/2018/01/12/random-dungeon-bsp-unity/ to make a randomly generated dungeon. everything works fine, until it reaches the bit where the corridors ...
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0answers
45 views

How can I diminish my voxel terrain's height smoothly instead of randomly?

I have a script that is supposed to diminish height smoothly when an int is lowered, I tried perlin noise to make it lower like it would if it where terrain, which is the goal I'm after, but it only ...
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1answer
223 views

How can I get old Minecraft style terrain biome selection?

I'm using this post as a reference for what I'm doing. The real thing of interest is this: As you can see, this is a Whittaker diagram, with temperature and rain considerations. So would this be ...
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2answers
263 views

How to guarantee that player fits rooms of a cave created by Cellular Automata?

I've implemented a cellular automata algorithm to generate a cave for my game and now I need my player object, which occupies 3x3 tiles in total, to be able to pass between the rooms. The problem is ...
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1answer
2k views

Procedurally generating non tile based top down 2d game worlds

I’ve been fascinated by procedural generation for over two years now. I have played around with many types of noise generation and even wrote some myself. I’ve been looking into water erosion and ...
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3answers
442 views

How to make obstacles spawn randomly but still leave a way for player to pass?

I'm trying to make a game like Crossy Road: In this game, you control the character(the frog in this case) to go across the streets, and you have to prevent your character from being hit by a car. ...
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1answer
730 views

Unity: Change the type of a Texture2D to "Normal map" through script

I am making procedural terrains through c# script, and while I achieve to produce a texture, a heightmap and a normalmap to Texture2D, it seems they are not being ...
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0answers
481 views

Generating Mesh using Compute Shaders

I am working on a game project in unity which has a procedurally generated terrain made up of 16*128*16 chunks of blocks. The map size is going to be finite (Possibly up to ~100*100 chunks). Currently ...
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3answers
6k views

How can bays and straits be determined in a procedurally generated map?

I've got a procedurally generated map using Voronoi cells, with a defined sea level and a believable height map. So far, I've been successful in labelling certain geographic features: land, ocean, ...
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2answers
80 views

Separating scene generation and scene starting in Unity?

I'm working on a game, where the map is generated, and: The map is generated in an Awake(), so when an object's Start() is called, the map should be fully initialized. But the scene's physics world ...
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1answer
393 views

trying to create a triangle with procedural code

Using Godot3, I have a camera and added a MeshInstance node to the Spatial node and attached this script. Why am I not seeing any triangle yet? ...
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3answers
1k views

How to make pathways/corridors in a randomly generated dungeon?

I am trying to make a random dungeon generator using Unity. I have been able to setup the rooms properly and connect them to each other using a minimum spanning tree algorithm. I have attached an ...
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1answer
764 views

How does a game like Minecraft generate new chunks in realtime?

I imagine looping through all 65,536 blocks with a noise function to set their type would be very slow. And Minecraft usually generates a ton of chunks at once. I read in one source online that ...
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0answers
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Seaming between procedurally generated terrain meshes in Unity

I have been generating procedural terrain for an upcoming project however I am coming across a seaming effect between the tiles: I have searched for solutions including this video. Here is the code (...

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