Procedural generation is the construction of content based on algorithms and calculations rather than by hand.

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What is the best way to generate a non-grid, rail-like path from prebuilt pieces?

I'm trying to procedurally generate a path from prebuilt pieces, like one would from a train set (straight piece, 45° turn, 90° turn, etc.). Generating the path randomly is simple enough but I'm ...
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3answers
93 views

How can I reduce the sharpness of my generated terrain?

I am trying to generate a random low poly terrain for a 3D demo. I am using Perlin noise to generate the heights and then generate the 3D mesh, but the terrain generated is too sharp and unrealistic. ...
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1answer
26 views

Unity 5 - Occlusion culling at runtime

I am creating a game in Unity where the game is rendered while playing. The game is made in a voxel style, and has thousands upon thousands of objects rendered while playing. Of course, this causes a ...
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1answer
31 views

Create Full Tile Map Zone in an Art Software, then generate corresponding tile name list?

I'm completely new to tile map creation. I'm a programmer and I'd like to make life easier for myself. It's a bit long to explain the problem I think I have, but bear with me. The Scenario: From ...
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24 views

Unity 3D - Rendering with occlusion culling

I want to render a huge world, looks a little like Minecraft. Right now I'm thinking about rendering chunk by chunk, each chunk will be 32x32x256. The game will lag, ofcourse, because of the thousands ...
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69 views

Showing the steps of a level generation process over multiple frames

I seem to be misunderstanding part of Unity. I'm generating a maze similar to the one here: http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/ I put the whole of the generation in Update(...
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2answers
114 views

Procedural terrain generation in cylindrical (2D) world

I'm fairly new to procedural terrain generation. I know that to generate terrain you would use different calculations with the x and y axis (also z if you have one). But what if you want to generated ...
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276 views

How to automatically generate (creative) names for stuff?

How can I get large number (100-1000-10 000) of names, that are at most average hard to spell for things like places, weapons (and NPCs). Have a look at TES4 Oblivion or TES% Skyrim. http://www....
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Are there any methods for generating rivers on-demand with Perlin/Simplex noise?

I'm aware of many methods for procedurally generating rivers, but they require an entire heightmap beforehand in order to work. For instance, they may require to find a high position on the map and ...
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188 views

How would you generate details like trees, water or caves in a 2D terrain?

Yesterday I made a post about generating a 2D planet, which resulted in this: I did it by subtracting a radial gradient from simplex noise (explained in my other post). Now of course thats a bit ...
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141 views

How to generate a 2D tile planet with perlin noise?

I recently tried reading about procedurally generating and I found out that perlin noise is probably a good way to do it. Now one way of generating 2D terrain would be to have 2D perlin noise and ...
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253 views

How would I go about generating a star map?

Im trying to generate a star map. My try would be: Have a width and height for the map. Place points (stars) randomly across the area of width and height. A simple approach, but it has the ...
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Generate and then rasterize vector shape in Monogame/XNA

I apologize if this is too broad, but I can't seem to find information on this anywhere (perhaps I am searching for the wrong thing?) Anyways, I'm making a simple game where the player visits ...
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1answer
74 views

River to nowhere - how do I make a pathfinder move to a destination that doesn't exist yet?

Let me start with the basics. Here's what I have: A height map built on a few different combinations of noise functions Rivers that are generated after the height map and flow from pseudorandom ...
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1answer
196 views

Alternate approach to generating rivers in a procedurally generated world creates very boring rivers

I promise, I have read through the 100 other posts concerning "adding rivers to procedurally generated terrain" but I have a different problem than they typically address. I've been reading through ...
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1answer
121 views

Unity - Tile based river generation

I have made a map generation in my tile based game. It almost exactly does what I want, except for 1 thing. The rivers look like this: The problem with this is, the water is not realistic. It are ...
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1answer
60 views

Unity detecting edge of mesh or end of mesh

I'm trying to create procedurally generated tiles and I've reached a point where I need to figure out the boundaries of the mesh or the outer vertices of the mesh. RaycastHit hit; if (...
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2answers
49 views

Linear Gradient with angle forumla

EDIT: Ok so the question here is how to you generate a linear gradient along a vector. Here is the function i'm looking for: function CreateGradient(x,y, x1,y1,x2,y2) { // x and y are the point ...
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1answer
168 views

How do I apply domain warping to my marching cubes voxel terrain in Unity?

So, in GPU Gems 3 there is a cool warped terrain that i seek to replicate. Currently, I'm generating the terrain fine, but I want to add that warp effect. // Do this before using 'ws' to sample the ...
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1answer
192 views

How do I create the terrain mentioned in GPU Gems 3

So, i want to create this style of terrain: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html However, as much as I scour the web trying to find ways to implement this inside Unity, I can'...
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1answer
214 views

How do I perform interpolation between noise values sampled at a lower resolution?

I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
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1answer
139 views

How can I apply Perlin noise to generating an asteroid from cubic voxels?

I know I can use Perlin noise to generate randomised terrains, but for my current project i want to generate random asteroids of non-uniform length, width depth etc. My first thought was to apply ...
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How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
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3answers
894 views

How to generate a city street network?

I would like to create a city generator for a game, but I am facing a problem at the very start of the generation: the road system. As it is a medieval world, I don't want a grid plan like many ...
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2answers
122 views

How do I implement level generation based on graph grammars?

I'm looking to do some pseudo-random map generation using graph grammars (graph rewriting). However, most of what I can find online on this is purely academic and, while helpful, doesn't have any ...
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1answer
113 views

Why create meshes instead of using Planes?

I'm working on a top down 2D game in Unity and I want to create levels dynamically. All tutorials I find tend to talk about generating meshes so I've followed some great tutorials such as this one. ...
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1answer
194 views

What is the state of the art in procedural character animations? [closed]

I'm a programmer and I'm interested in programmatic character animation — walking or running, bipedal or many-legged: what is the state of the art today? I heard about NaturalMotion's Euphoria system ...
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59 views

Why does my world generation code perform poorly on large inputs?

I'm writing some code to procedurally generate some islands in real time. The idea is to choose some points for each chunk, and for each tile calculate the distance from those points, then combine it ...
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151 views

Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
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50 views

Generating a set of islands in real time

With thismethod I can create multiple separated islands just by randomly choosing a point as the center for a gradient. Now what I want to do is to have a system of real time generation like the one ...
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1answer
169 views

Creating a set of islands by subtracting gradient values from a Perlin noise

The answers to this question explains fairly well how to create a big island in the center of the screen by setting up a gradient and then subtracting its value from a Perlin Noise. Anyway they ...
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4answers
352 views

Procedural Generation, Game Updates, & Butterfly Effect

NOTE: I asked this on Stack Overflow a few days ago but had very few views and no response. Figured I should ask on gamdev.stackexchange instead. This is a general question / request for advice on ...
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1answer
159 views

How to generate tile patterns in one dimension, then in a second dimension?

I'm trying to do a 2D Game that tries to emulate the Crossy Road game logic with the Java's GUI programming environment as a college project. I'm having issues designing the way the 'roads' are ...
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1answer
125 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much ...
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50 views

Dual Marching Cubes QEF Explanation

I've been stumped by trying to fully wrap my head around the formula presented for the QEF formula presented within the dual marching cubes paper. The formula that is presented is such: w = actual ...
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1answer
77 views

Gameobjects disappearing when changing renderer.material.color

I'm generating an array of objects using this code: while(currentPosition.z < poolSize){ var ringObj = GameObject.Instantiate(ring) as GameObject; ringObj.transform....
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1answer
321 views

1D Perlin Noise Game in Unity

I'm working on a 2D side-scrolling game in the Unity engine. I am using the 1-Dimensional Perlin Noise function and using pseudo-code. I can't use two links so I'll provide a link to imgur with the ...
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91 views

How i can make a spherical world with Cubiquity in Unity

I would like to make a spherical planet with cubiquity in Unity 5, how could I do it with a for (), so I could one cubic planet. Can anybody help me?
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2answers
84 views

Procedural generation of jagged peaks

I would like to generate random cave type backgrounds similar to the one shown below. I doubt anything I generate will look as good as the image, but something with that feel of sharp, jagged peak ...
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1answer
64 views

What is the mesh generation technique shown in Chrome Music Lab?

The Google toy of the day, https://musiclab.chromeexperiments.com/Spectrogram, features a continuously scrolling 3D render of a shape with cross sections that seem to equal the spectrograph of sound ...
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1answer
1k views

How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one ...
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1answer
223 views

How do I generate random mountains in a sidescroller?

So I'm trying to make a simplified Terraria style world using Perlin noise. I got that working and the terrain is randomized. However the terrain always looks like like a weird cosines curve. Hills ...
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2answers
316 views

How does one generate mountains out of a Fourier transform?

I am watching this IGN video of No Man's Sky in which the founder/programmer of this game talks about how different is his game from other games. Here he talks about how mathematical equations instead ...
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1answer
269 views

Game states & passing data between scenes

I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (...
5
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1answer
300 views

What is best method for 2D pathfinding in procedural world?

I have been researching path-finding for 2D games and would like to create a system that allows A* to perform as best as possible over a near infinite world. This system is intended to manage not only ...
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1answer
108 views

Random layout rooms with intersecting walls

I am trying to layout few rectangle rooms on un unlimited map. The main condition is that every next room has to intersect with one of already placed with at least one point of the wall. The number,...
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1answer
81 views

Show procedural map without running the game?

Currently I have a script that generates prefabs by code and I'm wondering if I could show a certain "seed" of that map without actually running the game. The reason why is that I often want to tweak ...
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82 views

Floating point determinism with respect to procedural generation, clustering and GPU offloading

I've been designing a distributed procedural generation system for a while now in my spare time and one of the problem's I've been thinking about recently, with respect to the broader architecture, is ...
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3answers
215 views

Terracing mountain features

I'm looking to replicate a procedural terrain effect I found on a portfolio/blog site a few days ago. Quoting the site, the terracing was generated through, "multiplying [the final height] by some ...
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1answer
136 views

Simplyfing/dissolving octree to simple boxes by adjacent octants with similar traits

I am looking forward to create a navigation volume to be utilized by AI actors. The approach I am trying to tackle here is to first generate an octree and associate with respectable flags/data (type, ...