The algorithmic generation of content at runtime, as oppose to the manual placement of preset content and assets.
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51 views
Which game engine for a procedural world? [on hold]
first of all, I wanted to say I don't have much experience in game development, but I did some projects in Unity3D for example.
I would like to experiment something about voxels, voxels to polygons ...
1
vote
0answers
57 views
Carve river beds into existing 3d procedural generated terrain
Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result.
I'd like to know if exists an algorithm to apply to an ...
3
votes
2answers
168 views
How can I “grow” regions representing countries in a 2D grid?
My friend started to make a 'country-generator' type of thing. We have some starting points, and we want to 'grow' countries from them randomly until the whole area is filled. What's is an effect ...
1
vote
1answer
92 views
How to crop or mask a sprite to a specific shape in Unity (2D)?
I'm trying to do a procedural 2D terrain generation. I've managed to make the function to generate the points, and I've been testing/debugging by creating the terrain using a 2D polygon collider on an ...
4
votes
1answer
99 views
How to vectorize a raster image edges into SVG paths?
I'm having a lot of trouble figuring out how to convert a 2D list of points into an SVG Path representing a political map border. I have completed all parts of a 2D terrain generator, including ...
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0answers
30 views
Wrapping 3D noise functions like simplex and perlin in c# [duplicate]
I'm experimenting with loop-able worlds that have a height-map for terrain data.
While I can easily create loop-able .BMP textures for this in Photoshop and just load the terrain from them, but that ...
2
votes
1answer
139 views
Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator
I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak.
I want to create large structures ...
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1answer
74 views
Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?
In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
2
votes
1answer
145 views
How do I make a natural-looking map from some Voronoi regions?
I'm using Voronoi regions to create a map for my game, much like this. However, the lines are too straight and perfect. How do I make the borders more natural looking? As in, less like US state ...
2
votes
1answer
51 views
How can I cut a graph representing 2D positions into two sub-graphs?
I have a graph where each node is associated with a 2D position. I would like to use a finite line to "cut" this graph into two halves, as shown below:
Note that the cutting line does have a ...
4
votes
2answers
220 views
How can I adapt “random walk” generation to very large maps?
The random (or drunkard's) walk is a great, simple algorithm that can generate very organic-looking maps, such as this:
Unfortunately it seems to have poor scalability, making it unsuitable for ...
1
vote
2answers
140 views
Perlin Noise Help
Okay so I have been trying to make perlin noise, fractal noise to be specific, with mixed success. What I do is I fill 5 arrays with white noise, basically just floating point values. Each array is ...
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1answer
71 views
Help with concrete examples of Perlin Noise variables for terrain generation
I believe this question can help beginner game developers. I've looked through a dozen or so answers on perlin noise here and on Stackoverflow, and found only 1 concrete implementation of perlin noise ...
5
votes
2answers
178 views
Do I need multiple perlin noise generators for different features in terrain generation?
I have a simple perlin noise algorithm in my 2d game, I feed it x and y location of a tile and get some value between 0 and 1. I then use a bunch of if-else statements to break these numbers into ...
2
votes
2answers
163 views
How would I implement procedurally generated tiles in libgdx?
I'm creating a simple top down Zelda-esque game in libgdx, and I want to implement tile-based dungeons that are procedurally generated, similar to this.
Libgdx does have a class called TiledMap which ...