Questions tagged [procedural-generation]

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

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1answer
342 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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2answers
236 views

Voronoi graph - traversing from vertex to vertex

I'm working on a Unity Project in C# I've built a 3D Voronoi Diagram using the csDelaunay library from PouletFrit and using the X and Y values from a 2D diagram to instead setup some Vector3's with ...
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1answer
1k views

High-level advice on procedural river (Unity3D) [closed]

I'm working on some procedural content for Unity3D - in C# My main aim is to build a flat plane (or maybe later a terrain / mesh), with a single river running through it, based on a seed value. I ...
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2answers
372 views

How can I generate a random 2D surface

I'm trying to build an old game (Lander) where you try to land a spaceship on a flat platform. But I have no idea how to generate a random surface. Something like in the picture would be nice. Edit: ...
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213 views

2D Sideview Procedural Water Generation

How can I generate water in a procedural 2D sideview landscape? Here's what I currently have: First generate the heightmap of the land Then generate the water, based on the land Here's how I ...
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1answer
450 views

Scene building for procedurally generated tile based world in Unity

i'm making a procedurally generated side-scrolling and destructible tile based world. So far I've got : - the values generator (for deciding which tile to place where) - a testing scene generating ...
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1answer
150 views

Mix of Procedural and Manual level design / creation in UE4

I'm trying to design a maze using a mix of procedural and manual generation. I have the maze already generated and would like to place other objects in the maze manually in the editor. The issue is ...
18
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1answer
4k views

Why is this Procedural Content Generation while that other isn't?

I'm reading the online Procedural Content Generation book and on chapter 1, page 2 there's one example of what PCG is and another of what PCG is not and I can't tell them apart. This is PCG according ...
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1answer
104 views

Determine terrain type and worldobject placement techniques

I'm currently researching the techniques of generating a procedural map. I've already found some methods regarding the mesh generation (e.g. variations of noise like perlin, simplex and cell, midpoint ...
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2answers
502 views

Messy results from simple cellular automata algorithm?

I wrote something that will first randomly populate a square a with grass tiles, and then from there it will calculate tile types from each tile's surrounding tiles. My ultimate goal is generate a ...
3
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1answer
165 views

Diagonal symmetry across a filtered array?

I wrote this code to randomly generate a square terrain that somewhat resembles an island. First, I randomly populated a square with grass tiles (1s) on a plane of water tiles (0s): Then, I looped ...
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2answers
327 views

Scan for water in 2D procedural terrain locale

In my 2D-sideview game, I have certain biomes, each one having a unique sea level, or water height, (depending on the humidity of the biome). The terrain is composed of stacks of blocks, each being a ...
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2answers
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Letter game board creation

I currently have a game concept similar to the mobile app Alphabetty where you are given a grid of letters and are tasked with spelling words. When you use a letter in a word, it disappears and new ...
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3answers
2k views

Generate cave like Terrain in 2D

I want to create 2D Terrain randomly. It should look like a connected Cave (Shown below). What is the best method or Algorithm to get similar results? The important part is the open area(green) and ...
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1answer
81 views

How to round points to an arbitrary grid on the surface of a cube?

I'm making a PCG game where I have points scattered or projected onto the surface of a cube, which is centered on origin with a "radius" of 1. That surface is a grid and I want to associate each ...
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1answer
430 views

How to load/unload chunks data where view port is currently focused on?

I have a 2D tile based engine with infinite procedural chunk generation. But I can't invent an algorithm, that will fill only chunk tiles on view port (and destroy old). Pls help ViewPort size can ...
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1answer
455 views

Optimization of 2D terrain generation algorithm

I am generating 2D terrain with 2D opensimplex noise, however I am having a problem with the FPS that is low when generating the terrains in TileMap. An example of how my game generates the terrain in ...
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3answers
4k views

Procedural generation of semi-correct planetary systems

So there are lots of resources you can find via Google or using the search here on how to procedural generate a whole galaxy. But I couldn't find any good resource on how to generate planetary systems ...
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2answers
486 views

Eliminate isolated cave in procedural cave generation

I've got an algorithm that generates a cave procedurally, the map is modeled in the data as a 2d array of 0s (empty space) and 1s (wall). The algorithm works just fine, but I've got quite some ...
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1answer
90 views

Split a grid into shapes that can be moved back from 4 directions

Basically I have 4 grids Left, Right, Top, Bottom. Player can choose each of them and move all the blocks on that grid to the Middle grid to fulfill it, like tetris from 4 directions: ...
3
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1answer
362 views

Diamond square texture: too-diamond-ish?

I wrote a small JavaScript implementation of the Diamond-Square height map/texture algorithm and the result is much more industrial-looking than I expected. I can trace a diamond pattern throughout (...
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2answers
399 views

Procedural sidescroller world gen algorithm by seed

I'm trying to recreate a procedural side-scroller world gen algorithm by using a seed and I find my self stuck trying to solve a particular problem. Seed generation applies very well with voxel-like ...
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0answers
465 views

What is the optimal scene size?

I'm coding a small "Binding of Isaac"-like game, with a little help from the official "Scavengers" Unity tutorial, since it's my first game. In the tutorial every level is ...
2
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1answer
309 views

How to achieve this sprite/mesh tile splitting like in Peggle?

Everyone knows Peggle. Here's a simple screenshot from one of their 'shapes': On the first look, it looks so simple. It's a circle made of identical tiles: It's ...
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3answers
791 views

2D procedural veins/cumps of weighted ores/rocks

I'm evaluating methods for generating "clumps" or "veins" of rocks in a 2D top-down procedural game. Obviously the most common suggestion is to use various types of noise, but I feel like noise (alone)...
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2answers
229 views

Procedurally splitting and merging paths

I'm making a text-based adventure which sends the player along different paths depending on their choices. Each scene is like a node in a directed graph. Each node has a time step which is equal to ...
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4answers
272 views

How to generate doorways procedurally, on the fly, and guarantee acessibility

I'm currently creating a spaceship exploration game, and I have a massive problem I've been trying to solve for months, and through the rest of my group deciding to opt for a rewrite to fix some ...
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2answers
3k views

How can I implement world generation like in Don't Starve?

I am working on a game similar to Don’t Starve. Mechanics of the game are all also pretty similar. You craft things, you can explore a random open world and you need to survive. Because I really like ...
5
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1answer
1k views

Quad sphere subdivision algorithm

I like to generate some planets like Kerbal Space Program does. By some videos of the developers I know that they use a quadsphere, which consists of six “entities” as a minimum. These are all plane ...
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0answers
257 views

Using binary space partition to lay out scenes in game

Q: How can I randomly lay out these house scenes in the larger scene such that they don't overlap? I'm using the Godot Engine to create a little 2D RPG kind of game. I'm laying out a village in a ...
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1answer
319 views

How to make sure that the set of randomly spawning obstacles is passable?

Prompt Suppose we have a little mini-game where you have to avoid incoming obstacles by moving the blob up and down at a constant speed. The blob's x coordinate is fixed and the obstacles will spawn ...
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2answers
1k views

2D Rivers/Lakes in infinite terrain

I've been looking into generating lakes and rivers for a 2D infinite tilemap but I'm stuck with how to handle them for an infinite map. I can use noise/heightmaps for determining the lakes and the ...
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1answer
1k views

Zooming in on procedural generated 2D terrain? (LOD)

My question is what methods are there to "zoom in" on a procedurally generated map using Perlin Noise (or Simplex). If I have for example this generated and I wanted to "zoom" into that little red ...
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2answers
2k views

Procedurally generated terrain that has some caves

I want to generate a terrain that has a few overhangs, and some caves. So a simple height field from a 2D noise is out, as there would be no overhangs. The other extreme, to define a world from a 3D ...
3
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1answer
268 views

How to devise an algorithm for a person being on a walk?

The game is an isometric RPG. The map is tile based. I'm creating a town for this game. And I want one of the characters to roam the town randomly, because she is on a walk with her children. I ...
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2answers
8k views

Minecraft style world generation

I want to generate a world like minecraft's with an algorithm that treats every block separately. I want the world generator to be a single large function that takes in the x,y,z coordinates and ...
4
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1answer
463 views

How do you go about distributing resources procedurally in a game?

What I mean by resource distribution is the placement of items in the game. More specifically "minable" items in builder/resource gathering games like Factorio, Oxygen not included or/and RimWorld. ...
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1answer
319 views

I have a Unity addon that generates noise via a shader. How can I use it besides just dragging it onto a mesh?

I'm probably asking this question wrong. I'm using Turbulence Library to generate noise as shaders. What I want to do is take the noise generated by these shaders and apply them to Texture2Ds that I'm ...
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2answers
305 views

How to pass the correct data into a continuous world

I'm having a hard time implementing the player moving around my world of 2048x2048 tiles that is generated using a noise function. I'm in it for weeks, and I can not, I mess around with the ...
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1answer
2k views

Procedurally generating dungeons using predefined rooms

Most attempts at procedurally generating dungeons I have stumbled upon do space out areas that will be rooms and connect them will corridors and hallways but what about instances where you have a ...
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1answer
2k views

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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3answers
3k views

Space nebula cloud generation?

I found a cool kickstarter project called "Skywanders". It's an minecraft like space game with a lego like building system and pretty cool graphics. One thing I noticed are the "nebula clouds". They ...
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0answers
491 views

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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2answers
422 views

How can you use Fractals to perturb an image?

I've been playing around with Procedurally Generated World. I've so far managed to create the Height Map, and a translate map, but now i'm attempting to create Caves, The main idea is to use another ...
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4answers
3k views

Procedurally generating a building of specific area

Myself and a team are working on a factory builder game that gives the player a random factory at the start of the game. To try to make sure there is a sense of "fairness," ideally the randomly ...
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6answers
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How can procedural generation be used to support exploration mechanics?

It would seem that procedural generation would be a great tool for open adventure games, since it would provide an almost limitless world. However, I notice most successful procedural generation games ...
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1answer
1k views

Perlin noise terrain generation with integer (discrete) elevation levels results in artifacts at rounding boundaries

I am trying to generate terrain with discrete height levels using Unity's built in 2D Perlin noise function. The output is a float in [0,1]. I then scale the float linearly to a range [minimum Height, ...
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1answer
100 views

Get VertexSize of Instance in VertexShader

I'm using Unitys DrawProceduralIndirect function to directly render the content of a ComputeShader. I setup the argumentBuffer for this function as follows: <...
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0answers
99 views

How to procedurally create an extruded cube mesh's indicies?

I'm working on a tool that allows the user to create rails(basically an extruded cube) by placing 3d points where the vertices of rail would be. The picture below shows what I'm talking about. The ...
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1answer
283 views

Determine the startposition for Perlin worms

I want to implement Perlin worms for the level generation of my 2D game and I was wondering, which options exist to find the startposition for the worms. My idea was to randomly start zero to X (...

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