The algorithmic generation of content in the middle of gameplay, as oppose to the manual placement of preset content and assets.
1
vote
2answers
92 views
How should I generate and store the boundries of a cave?
I am making a small cave copter game (seriously, where did this type of game come from anyway) and I am trying to figure out how to make and store the procedural generated walls. I am thinking about ...
1
vote
2answers
68 views
Randomly spawning bitmaps on cnvas
I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of ...
2
votes
2answers
117 views
Procedural object generation and unique identification
My question relates to procedural content generation and data management of the emerging objects in a database.
I assume a networked game, with a server-client model. Unspecified objects in the game ...
4
votes
2answers
223 views
Diamond-square terrain generation problem
I've implemented a diamond-square algorithm according to this article:
http://www.lighthouse3d.com/opengl/terrain/index.php?mpd2
The problem is that I get these steep cliffs all over the map. It ...
2
votes
2answers
303 views
How do I randomly generate a top-down 2D level with separate sections and is infinite?
I've read many other questions/answers about random level generation but most of them deal with either randomly/proceduraly generating 2D levels viewed from the side or 3D levels. What I'm trying to ...
8
votes
1answer
243 views
How can I easily create cloud texture maps?
I am making 3d planets in my game; these will be viewed as "globes". Some of them will need cloud layers. I looked at various Blender tutorials for creating "earth", and for their cloud layers they ...
4
votes
2answers
177 views
Basic procedural generated content works, but how could I do the same in reverse?
My 2D world is made up of blocks. At the moment, I create a block and assign it a number between 1 and 4. The number assigned to the nth block is always the same (i.e if the player walks backwards or ...
1
vote
0answers
119 views
Texture artifacts and GLSL bump mapping
I'm working on a 3d terrain. I tried out some existing GLSL implementations for bump mapping using normal maps from a Procedural Infinite 3D Cave Generation tutorial.
The actual code that I used is ...
4
votes
2answers
170 views
How to render metaballs?
How to render metaballs?
I am a Python programmer familiar with the Panda3d and Blender3d APIs. My math kinda sucks, but I know enough to write game logic code and procedural model generation code, ...
3
votes
1answer
162 views
Simplex Noise flat land and hills
I'm using the simplex noise to create Minecraft like terrain.
I can only achieve hills like this.
Does anyone know how to use simplex to make more dynamic landscapes?
2
votes
1answer
131 views
Parallelizing creation of geometry chunks in minecraft-like game
In my game I separate creation of chunks into two stages. The first is where I generate the heightmap using simplex noise and the 2nd is when I create the actual vertex buffers. I do it like this so ...
0
votes
0answers
156 views
Procedural generation of game objects
right now in my game I generate all my objects at the start of the game off screen, then move them down the screen to give a "side scroller" effect, then once they hit the bottom of the screen move ...
3
votes
1answer
223 views
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
votes
1answer
74 views
How to combine image with a gradient? Or make it more featured in a different way
I generate an abstract 128x128 image, that is in general two-color (it uses values scaled between "blue" and "white", or other similar color pair). I need to make the image more "featured".
...
1
vote
0answers
101 views
Remove “dots” noise (like from dot-matrix printer)
I have 2D array of floats. Using the floats, I generate image by doing proportional selection of color from between COLOR_MIN, COLOR_MAX – for maximal float value at given (x,y), I choose COLOR_MAX ...