The generation tag has no wiki summary.
1
vote
2answers
143 views
Implementing an automatic navigation mesh generation for 2d top down map?
I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.
I am working on a 2D top down rpg map. The ...
4
votes
2answers
442 views
Random World Generation [closed]
Possible Duplicate:
How are voxel terrain engines made?
I'm making a game like minecraft (although a different idea) but I need a random world generator for a 1024 block wide and 256 block ...
3
votes
4answers
256 views
Better way to generate enemies of different sub-classes
So lets pretend I have an enemy class that has some generic implementation and inheriting from it I have all the specific enemies of my game. There are points in my code that I need to check whether ...
-1
votes
1answer
168 views
What causes the pre-1.8 Minecraft far lands to generate? [closed]
Before Minecraft Beta 1.8, when you reached about x:3000000 y:3000000, the terrain generator would freak out and begin generating broken scary land.
What went on in the MC code to provoke this? Why ...
2
votes
1answer
186 views
How do I efficiently generate chunks to fill entire screen when my player moves?
In my game I generate chunks when the player moves. The chunks are all generated on the fly, but currently I just created a simple flat 8X8 floor. What happens is that when he moves to a new chunk ...
6
votes
2answers
251 views
Creating a navmesh from a voxel terrain
My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...