Information that is generated by an algorithm/procedure. This is often used in contrast to recorded information. Examples are sounds that are generated by the oscillators of a synthesizer in contrast to sounds recorded by a sampler and just played back, and an image generated by a noise algorithm in ...
1
vote
1answer
57 views
Subdividing a polygon into boxes of varying size
I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes ...
2
votes
1answer
57 views
Lightmapped prefabs for procedural content
I'm doing a game with procedural content from handmade prefabs, but I ran into a problem as Unity bakes the scene instead of objects when lightmapping with Beast. So when the prefabs are instanced ...
6
votes
3answers
259 views
Need ideas for an algorithm to draw irregular blotchy shapes
I'm looking to draw irregular shapes on an x,y grid, and I'd like to come up with a simple, fast method if possible. My only idea so far is to draw a bunch of circles of random sizes very near each ...
1
vote
2answers
149 views
How to tile multiple procedurally generated textures?
I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles.
To achieve this I'm using Perlin noise and a sine wave with multiple ...
2
votes
1answer
169 views
Rendering lightmaps at runtime
I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...
5
votes
1answer
261 views
Procedural Geometry Generation
I have recently been looking into SceneKit for OS X and noticed that there are several factory methods to create geometric shapes such as:
Box, Capsule, Cone, Cylinder, Plane, Pyramid, Sphere, Torus ...
3
votes
2answers
502 views
Generating terrain using Marching Cubes
I searched around the web but I found nothing that could help me, so I'm asking here.
I'm trying to procedurally generate terrain using the marching cubes algorithm, and I can generate a mesh. The ...
6
votes
8answers
519 views
Randomly spawning objects so they don't intersect [duplicate]
I've got this code for spawning enemy objects in random places:
for (int i = 0; i < 7; i++){
enemyObject = new Enemy((r.nextInt(Main.WINDOW_WIDTH), r.nextInt(Main.WINDOW_HEIGHT));
}
The ...
-3
votes
1answer
92 views
procedural height map that changes
This a a weird question.
I'm making a game in unity.
I have a grid of columns and the height of the columns is changing (lerping) randomly (just cus it looks cool!)
I was wondering could I ...
3
votes
1answer
310 views
Rendering different materials in a voxel terrain
Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value ...
3
votes
1answer
175 views
Applying prerecorded animations to models with the same skeleton
well my question sounds a bit like, how do I apply mo-cap animations to my model, but thats not really it I guess. Animations and model share the same skeleton, but the models vary in size and ...
2
votes
1answer
1k views
Algorithm for procedural city generation?
I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not ...
2
votes
1answer
358 views
Rendering multiple squares fast?
so I'm doing my first steps with openGL development on android and I'm kinda stuck at some serious performance issues...
What I'm trying to do is render a whole grid of single colored squares on to ...
15
votes
4answers
1k views
How does one save a procedural world?
I have recently read about how to create procedural worlds... but how do I save one?
In games like Terraria or Minecraft users can freely modify the landscape, but that world can't be recreated from ...
1
vote
0answers
120 views
Long delays in Unity3D substance generation
Currently working on an iOS/Android project in Unity3d, and we're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the ...
18
votes
4answers
4k views
How to generate caves like minecraft?
I've been working on a 3D procedural world for a while now and am wanting to start adding cave systems. I'm currently using 2D/3D Perlin Noise for the terrain generation in combination with Marching ...
1
vote
0answers
222 views
Design pattern for procedural terrain assets
I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that ...
7
votes
1answer
908 views
What technology does Starcraft 2 use render its maps?
I've got a map that is being procedurally generated at run-time and I'm currently investigating methods of rendering this map.
I've taken an interest in the look of Starcraft 2 and I'd like some ...
6
votes
1answer
272 views
How can I apply different actions to different parts of a 2D character?
I am developing a 2D platform game in Java. The player has a gun in his hand every time. He needs to walk and shoot with the gun(arrow keys for walk and X key to shoot). The walk cycle takes 6 frames ...
12
votes
1answer
2k views
Procedural Mesh: UV mapping
I made a procedural mesh and now I want to apply a texture to it. The problem is, I cannot get it to stick the way I want it to.
The idea is to have the texture painted only once over the whole ...
-1
votes
1answer
1k views
3D Procedural Planet Generation - Resource [closed]
I don't know if the question fits on this site (if it doesn't I'll gladly accept any invitation to move it elsewhere), anyhow, I have found this Really great resource on 3D Procedural Planet ...
-1
votes
3answers
2k views
3D Procedural Planet Generation
I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
9
votes
1answer
3k views
Generate an endless 3D race track
How would I go about generating the track for this game I'm trying to prototype?
http://www.youtube.com/watch?v=uQwn7Ufypqo
It should be an endless tunnel that sweeps along a 3D spline, with some ...
0
votes
0answers
179 views
3d modeling based on genetic techniques
I'd like to generate models based on genetic techniques. All information about the model would be stored as genes in the DNA file. The models to be created are creatures, like humans or animals.
I ...
1
vote
0answers
107 views
Creating a model procedurally through coding? [duplicate]
Possible Duplicate:
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 ...
10
votes
3answers
700 views
Random map generation - strategies for scattering/clustering random nodes
I am doing a simple 4X strategy game in space where each node is a point-of-interest (a planet, an asteroid and etc.).
To randomly generate a map, I would follow the steps below
Decide how many ...
0
votes
1answer
601 views
Other procedural material generators for Unity?
In the new version of Unity 3.4, unity announced that they would now support procedural materials (which is awesome, by the way). While I was researching it, I found this in the manual:
...
5
votes
1answer
1k views
Should I use procedural animation?
I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural ...
1
vote
2answers
503 views
2d game tools , what to work on first?
My friend and I would like to program a 2D game. We were discussing about tools needed, so while I am working on the tools, he will work on game logic and stuff.
Probably I will put our tools into the ...
8
votes
1answer
179 views
What are some ways to implement variable body shapes?
Games like Ryzom and the Sims allow players to have human bodies with different shapes: wide or thin, tall or short, big noses or small, etc. It seems to me that it'd be impractical to pre-generate ...
16
votes
3answers
2k views
How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?)
Recently I programmed an L-system module, It got me interested further. I am a Plants vs Zombies junkie as well, really liked the concept of Tree of Wisdom. Would love to create similar procedural art ...
5
votes
1answer
715 views
Random generation of interesting puzzle levels?
I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to ...
7
votes
3answers
824 views
Generate levels in real-time with the Procedural CityEngine
Has anyone used the Procedural CityEngine to generate levels in real-time?
It seems to get used in production or pre-production due to its sizable overhead, but has anyone tweaked it to run in ...
14
votes
5answers
3k views
boolean operations on meshes
given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform ...