The algorithmic generation of content at runtime, as oppose to the manual placement of preset content and assets.
1
vote
0answers
15 views
How do I control texture appearance based on game play events?
In an FPS I am developing, I am procedurally altering the appearance of textures based on game play events, and would like to know if the way I have implemented this was a good idea.
Right now, on ...
3
votes
2answers
44 views
How irregularly shaped rooms should be placed in a dungeon
I have made a procedurally generated dungeon that places every room successfully so it is accessible via at least one other room. A 'successfully' placed room is a room who's wall cells are right net ...
2
votes
1answer
55 views
Procedurally generate rivers for 2-d heightmap terrain
I created an algorithm to procedurally generate 2d worlds based on a heightmap grid. (I used a 2d simplex noise algorithm mapped on the inverse of the distance of each pixel from the center, to ...
4
votes
1answer
75 views
Generating 'Specially' shaped rooms for a Dungeon
I've made a fairly simple dungeon generator but now I want to expand on it so that I can procedurally generate a dungeon with irregular shaped rooms. I don't just want any old crazy shapes popping up ...
2
votes
1answer
122 views
Why are dungeons so often created subtractively rather than additively?
I'm having difficult deciding on how to procedurally generate a dungeon floor. The way I've been doing it so far is like so:
Populate list of Rooms with random height and width.
Place first room in ...
4
votes
1answer
135 views
Why can't I patch my procedural terrain together?
I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
1
vote
1answer
47 views
My attempt at a drunkard walk algorithm seems to generate large groups instead of more linear paths
...and I'm not sure if that's normal due to the random nature of the algorithm or am I doing something wrong. What I'm doing is:
Set a random point within map boundaries (which I called a sandbox).
...
1
vote
1answer
54 views
Unity3D - generating a set of rooms (scenes) and saving them
I'm having a problem wrapping my head around scenario like this.
Say I've got a scene called Room. Now, my game procedurally generates content of each room. Entering a new room to see new content, ...
2
votes
3answers
162 views
What is the most appropriate path-finding solution for a very large proceduraly generated environment?
I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions?
...
17
votes
2answers
2k views
Matching a chunk of procedurally generated world to a chunk of other world
Have you read The Chronicles of Amber by Roger Zelazny?
Imagine yourself playing in 3rd person MMO game. You spawn in the world and start to wander around. After some time, when you think, that ...
0
votes
2answers
66 views
Procedural Turn Based Puzzle Generation?
Alright, we have a large set of possible moves (what the player is allowed to do). We also have a well defined state of success that defines the desired goal.
We want to generate a configuration where ...
2
votes
1answer
55 views
Keep track of VoxelData/NPC in parallel Level
Background
I'm tring to make a First-Person-Shooter Game in a Voxel-World (Finit Size) with Unity3d.
The Player has some kind of a Base that he has to protect against Enemy units. There are also ...
9
votes
4answers
350 views
How to load a spherical planet and its regions?
I'm designing a game partially composed of planets exploration. I want to use pseudo-random generation for them, regenerating from a defined seed when I have to load them rather than store every ...
5
votes
2answers
106 views
How far back should I move my camera to fit a given GameObject in frame?
In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
7
votes
3answers
193 views
City-region generation
I am currently making a procedural generated map and wanted to add regions to the cities indicating their reach, the way I am achieving it currently is by expanding outwards from the city center until ...
2
votes
0answers
19 views
uv tiling and offset for uvs not min-max 0-1
For the purpose of the question, a unit = 1 meter.
So, I have a triangle strip that is 4x8 meters (for argument's sake; it is procedurally generated by player). I also have a texture which is ...
1
vote
1answer
90 views
Procedural texturing with opengl
I have a hexagonal grid of fields, each field has a certain terrain type. I assign every vertex of hexagon with terrain type and pass it as attribute to vertex and then fragment shader. Then I use the ...
1
vote
1answer
59 views
How do I avoid lag when dynamically loading a map chunk?
I have a procedural 2d game which extends in all directions, on the surface similar to Terraria. When a player moves their camera close to the edge of the currently loaded terrain, I trigger an expand ...
1
vote
1answer
93 views
Wang tiles generating
I'm trying to get rid of repetition on terrain, when viewed from up high. To achieve that, I've chosen Wang tiles. One thing I'm missing, and can't really find is any kind of generator that can take a ...
1
vote
1answer
108 views
How can I generate an infinite procedural road?
I'm currently trying to make a game where the player races others along an infinite, more-or-less straight, road.
By "more-or-less straight", I mean that the road goes straight ahead (the player ...
1
vote
0answers
44 views
Climate / weather generation on 3d hex map
I am working on 3d hex map game. I am aiming to dynamical generate map (as new players joins). To make the map realistic I am looking for some climate/weather models which possibly I could use so that ...
2
votes
1answer
52 views
Connecting 3d corridors created by procedural generation?
The 2d case is simple. You generate the segments. You find the intersections. Then you can easily outline the shape of the connecting joint in the 2d embedded graph.
However, in 3d or n-d with a ...
0
votes
3answers
105 views
Löve2D: Making a random map/city generator [closed]
So I'm making a game using love2d where the player will find himself in an zombie infested city but I don't want the city/map to be just the same all the time, so I want to create a random map/city ...
0
votes
1answer
76 views
how to generate road in racing game
I'm making a racing game in python and I kind of wrote myself into a corner. This for loop:
for i in objects:
if i.name == "road":
if i.y == 0:
road = ...
13
votes
3answers
872 views
What is the difference between “dynamic generation” and “procedural generation”?
When I think of a dynamically generated game, I think of things like Diablo with randomly generated levels. When I think of a procedurally generated game, I think of things like Flappy Bird and other ...
1
vote
4answers
99 views
How to load and unload objects at a certain radius from the player?
I am making a procedurally generated space exploration game in unity. I'm currently generating 5000 stars in a cube of a fixed size. Each star just gets a random 3d coordinate. What I would like to do ...
0
votes
3answers
130 views
Procedural generation of stars in the background with given random seed
I want to generate stars (actually a 2d vector) in the background. The player is moving left and right endlessly. When the player moves the stars, which aren't in sight anymore, should be deleted from ...
7
votes
1answer
248 views
Tiling perlin noise seamlessly, but without repeating to generate an infinite 3D world
I have been working on a 3D game in java using LWJGL for a while now. I am trying to make procedurally generated infinite 3D terrain that is generated around the player.
So far I have:
3D terrain ...
0
votes
3answers
139 views
How can I improve the efficiency of my procedural terrain generation and smoothing?
I'm developing an algorithm that generates infinite procedural terrain. It is currently inefficient. How can I improve it?
The algorithm starts by generating a 16×16 height-map with simplex noise per ...
2
votes
1answer
75 views
Curvilinear distortion for mapping texture on quad sphere
I'm using the formula I've found here to map procedural texture on to a quad sphere.
For example I'm working with a 3d panoramic cube map that I've generated with a simplex noise.
Each face of the ...
2
votes
2answers
222 views
Manually creating cycles in planar, procedural trees?
I am creating a procedural map using delaunay triangulation and an MST. I'd like to have a bit more control over my final graph. Like when i was looking looking at the MST I wondered how I can connect ...
0
votes
0answers
45 views
How can L-system detect intersections between two lines [duplicate]
I'm trying to create a Procedural Road system using L-system, but I have no idea that how can I detect is there intersection between two lines in L-system, I can use a for loop to check one line ...
0
votes
1answer
135 views
How to generate interresting procedural terrain [closed]
I work on a voxel-like game, and I have finally managed to create some basic terrain generation using simplex noise. Heres what it looks like:
Sure I can generate different kind of terrains (more or ...
2
votes
1answer
235 views
TopDown Island Generation
I am trying to generate an island using Simplex Noise. To actually make a island shape i used Amitp's answers to the following questions:
1.Fast, simple procedural 2d island generation
2.Generating ...
2
votes
1answer
91 views
Do >2-state cellular automata exist?
I'm trying to implement a zone system into my game that randomly sets chunks (the cells) to a certain value from a list and that would effect nearby chunks. It's basically a cellular automaton in ...
2
votes
1answer
185 views
Generating mesh along path
I'm currently trying to generate a path along an array of points(Vector3)
This is the result i'm currently getting
The dark gray points are the given path
The red points are the generated verticies
...
1
vote
4answers
375 views
Unity procedural TileMap generation without creating gameobject per tile
I've been searching all over the internet to find a efficient way to create procedural tilemap without creating a gameobject per each tile. There is none, or simply i couldn't find it, because i ...
1
vote
0answers
44 views
Generating a grid (Array) of Tetris Pieces [duplicate]
What I want to do is quite self explanatory. Just like the title states. I want to code something that will generate a grid which contains is filled of Tetris pieces.
However some conditions must be ...
3
votes
3answers
371 views
Algorithm for dividing a 2D grid into organic looking plates
the title pretty much says it all:
How could one go about segmenting a 2D grid into smaller parts?
My goal here is to create tectonic plates for further procedural world generation
Details to ...
0
votes
2answers
309 views
Map Generation Algorithm [BOMBERMAN]
I'm looking for some wise tips concerning a specific game development : Bomberman-like.
I am currently implementing a "random map" generation for the game, but I feel like I'm not doing in the best ...
-1
votes
1answer
116 views
Are there any topics on Procedural Generation based on a predefined mesh? [closed]
I see a lot of post about procedural terrain generation, but this is not what I'm looking for. I want procedural generation, but I want to be able to define the shape of the generation based on a ...
3
votes
1answer
239 views
Filling a room with random furniture
This is a rather complex question and I'm more hoping for general algorithms anyone might have heard of.
I wish to generate randomly sized rooms. Each of these rooms has a type and a corresponding ...
2
votes
1answer
211 views
How should we be storing procedurally generated behavioural code?
Me and a group of friends are developing a game and we've run into a road block. Before we describe that road block, here's a simplified explanation of our game:
The game will be able to take in a ...
0
votes
2answers
103 views
Outline of plane slice of arbitrary object
How would you extract the outline of a shape from slicing a plane through an arbitrary object?
Note: This is related to my Unity Answers question, but not exactly the same.
0
votes
0answers
19 views
C# Pathfinding in 2d array (procedural generation) [duplicate]
I have the following random example data in a 2d array
030
300
030
003
The 3 represents a room, the 0 represents its an empty block and 1 represents a corridor.
Now i want for example the following ...
0
votes
0answers
30 views
Trouble with Inaccurate Mesh Collider
I'm stumped as to why (sometimes) when I apply a Mesh Collider to a procedurally create mesh, it is sometimes completely correct, but other times completely inaccurate.
In Detail:
I'm creating a ...
0
votes
1answer
63 views
Creating procedural mesh with orientation
I am working on creating a procedural cylinder mesh with Unity C#. I have everything working but there is one thing I would like to implement in my existing code is to define a vector3 halfAxis which ...
1
vote
0answers
154 views
Recursive backtracking sometimes missing a tile?
I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function:
void ...
0
votes
2answers
398 views
How to procedurally generate Mountains that Looks more natural
My Terrain was looking a bit plain so to freshen it up a bit I decided to add mountains to the terrain generation. Unfortunately the Mountains don't look very natural with the surrounding terrain.
...
0
votes
1answer
264 views
Handling (spawning/removing) entities in SFML
I am unsure which method to use to handle my enemies in SFML.
The idea that I am trying to recreate is to spawn enemies every so many seconds. Initially I wanted to do this using a vector such as ...