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 ...

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4
votes
2answers
145 views

Does anyone know what terrain generation algorithm is used here?

Does anyone know what this terrain generation algorithm is called? I saw it in two places. One was on YouTube, and the other, on Wikimedia.
0
votes
0answers
20 views

Converting a graph of relative node locations and edges to a game map

I'm using a project called metazelda (https://github.com/tcoxon/metazelda) to generate a graph of nodes with edges. I'd like to take this graph, and use it in the generation of a level in my game ...
2
votes
3answers
147 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. ...
0
votes
1answer
27 views

Adding mesh's\objects to procedural isosurface terrain

Thanks again for reading! So following on from my last question, I have my fully working isosurface terrain and now its time to add my trees and grass and whatever to the world. The old way I was ...
0
votes
1answer
91 views

What algorithm to use for random terrain? [closed]

(Please note, I am aware that the generation is not truly random and relies on mathematical equations, and that my language of choice is C++) So I've been learning programming for a while now and I'm ...
2
votes
1answer
76 views

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 ...
5
votes
2answers
254 views

Mesh generation for procedural city generator

I have a programming problem relating to mesh generation for city grids. I've recently created a city grid generator and I've come as far as being able to reliably generate the road mesh for the grid ...
1
vote
2answers
63 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 ...
5
votes
1answer
232 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, ...
0
votes
1answer
75 views

Mesh Chunk Combining and Extruding

So I'm working on a proceduraly generated level, that is composed of multiple chunks, so you don't go over the maximum amount of verts allowed in Unity Meshes. Another function is the ability to ...
2
votes
1answer
219 views

Procedural generation of evenly distributed random points (2d)

I am coming here because I've have a performance problem with my current implementation of an algorithm. I am the idea of Voronoi diagrams to distribute patches on an infinte 2d layer. For a Voronoi ...
8
votes
2answers
783 views

Procedural rock algorithm

I'm looking to create some procedural low poly rocks and boulders for a game. I haven't found much interesting information on the internet other than 3D software articles. Not sure what way to go.
1
vote
0answers
545 views

Procedural Islands Voronoi Pattern

I'm trying to keep this as simple as possible, as I've found out the last few days this is a very difficult topic. I'd like to generate multiple flat islands, formed by a voronoi diagram. I've ...
1
vote
0answers
26 views

Maya users; how can I create my own particle emitter in Maya?

(Originally posted in the Programmers Stack Exchange, but was told to ask here instead. Whoops.) Before you answer this with "well, use the built-in particle emitter", read further. For one of my ...
2
votes
1answer
129 views

Unity procedural textures

I'm wanting to have an object that does random animation in Unity, within the object. Basically, I want a floor that has lights that go through it. I'm trying to figure out exactly what is the best ...
4
votes
0answers
135 views

Procedural Breakout level generation [closed]

I am currently developing a Breakout game for a school project, and I've decided to use it as an opportunity to get started with procedural content generation. I took a quick look at some of the basic ...
1
vote
1answer
202 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, ...
18
votes
3answers
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 you'...
2
votes
1answer
121 views

Rotate perspective camera to align screen width to procedural object's width (Unity, C#)

I give up. After much trying and searching, I have to say I was unable to achieve the following task, for which I must call for your wise advice. In my current Unity 5 application (using C#), there ...
11
votes
2answers
1k views

How to make my 2D character stand normally on slope?

I've got this character in Unity3D (2D Mode)... in a a slope which looks like this, But I want the character to stand along the red line..Like below How can I make it in Unity3d? I've got this ...
0
votes
0answers
27 views

PseudoRandom object placement [duplicate]

Im currently playing with procedural map generation working with a SEED for generation, my map works with perlin noise and it has humidity, elevation, biomes etc. What do you do for generating ...
6
votes
1answer
323 views

Building stable ecosystems

I'm interested in creating a world in which the behaviors of some of the elements are generated randomly or evolved. Is there a field of study or some well known work that deals with what it takes to ...
1
vote
1answer
2k views

Procedual level generation for a platformer game (tilebased) using player physics

I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and ...
3
votes
2answers
1k views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as "...
1
vote
1answer
729 views

Procedural terrain generation

Currently I have a procedurally generated planet using multiple octaves of perlin noise. The thing is, that I don't generate heightmap, but rather get the values of perlin function and apply them ...
2
votes
3answers
809 views

Why are my Unity procedural animations jerky?

I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of ...
2
votes
3answers
8k views

In Unity, how do I dynamically manipulate parts of a mesh?

I'm trying to achieve mesh manipulation of any mesh based on user input (mostly sliders). Here's an example of what I want. I am not sure whether to call this "morphing", as I am trying to change one ...
8
votes
4answers
480 views

Connecting Circular Rooms

My roguelike generates a number of circular rooms. I quite like the current results, which look something like this: It's generated by carving out random circles in a filled space. I have one main ...
0
votes
1answer
468 views

How do I change the size and specific height values of Unity generated terrain?

I'm having problems with terrain scripting while trying to do a infinite-world with Unity's terrain generation. How do I change the terrain height at specific points? And how do I set the amount of ...
4
votes
4answers
642 views

In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?

I'll use an example to try and be more specific. Assume this is for a 2D top-down game. Chunks in this are made up of 32x32 tiles. If procedural buildings were to be generated based on some kind of ...
3
votes
2answers
1k 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 ...
5
votes
1answer
2k 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 ...
7
votes
3answers
1k 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
488 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
2k 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 ...
8
votes
1answer
3k 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 ...
4
votes
2answers
3k 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 ...
-3
votes
1answer
155 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 ...
4
votes
1answer
868 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
249 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
3k views

Algorithm for procedural city generation? [closed]

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 ...
3
votes
1answer
990 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 ...
16
votes
4answers
2k 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 ...
2
votes
1answer
419 views

How can I speed up Unity3D Substance texture generation?

I'm working on an iOS/Android project in Unity3D. We're seeing some incredibly long times for generating substances between testing runs. We can run the game, but once we shut down the playback, Unity ...
27
votes
5answers
15k views

How to generate caves that resemble those of 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 ...
8
votes
1answer
2k 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 ...
7
votes
1answer
324 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 ...
16
votes
1answer
6k 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 mesh,...
-2
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
vote
3answers
5k views

3D Procedural Planet Generation [closed]

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 ...