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

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How do I manage persistence in a 2d tile-based world that uses a chunking algorithm?

Suppose I have a game that operates on a procedurally generated world that is made of 2D tiles. To save computer resources a chunking algorithm is implemented that slices the entire world in chunks of ...
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130 views

Procedural Hatching

I know that it is possible to make a shader that uses procedural hatching instead of pre-designed tonal art maps. But is it possible to make that procedural hatching in the fragment shader? I would ...
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Procedural generation of heightmap for non rectangular surface

I'm working on procedural generation of terrain for a continent, meaning I need a wide range of hills, mountains and valleys generated around the continent. For mountains I've adopted Amit's algorithm ...
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Using Perlin/Simplex noise in a 2d tile game for terrain generation

I've been doing a bunch of research regarding procedural 2d terrain generation and have come to the conclusion that the use of perlin/simplex noise seems to be the way to go for most things. I've ...
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How to display procedurally created rooms as a schematic map?

In most games, a map can be generated by essentially doing a "top-down" view of the specific area. This will accurately show the size and positioning of any rooms, as well as how they connect.There ...
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I am Trying to build a survival game using procedural Generation, successful in generating a Mesh, need help in Spawn and texture

I have create a Terrain using perlin-noise map, I am successful so far. But, now when i am trying to add texture, I can't figure out how. I am using using a colorMap to test, I want grass to have ...
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How to make my Diamond-Square-algorithm less 'random'?

I'm currently writing a world generator for a Tilemap-Engine in C++. But there is a little problem concerning the Water to Land ratio. My DiamondSquare-class returns a field of random float-values ...
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66 views

Making my pipes face the correct direction

I am trying to dynamically generate a pipping system. I am using a very specific way to connect the pipes after generating them. The forward has to be pointing at the next pipe and the right has to be ...
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Abutting EdgeCollider2Ds creates occasional “bumps” at seams

I am trying to procedurally generate a smooth track surface. For this example I am using a prefab with an EdgeCollider2D of a fixed length (7.66) and simply laying them out end to end. A vehicle using ...
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128 views

Terrain Generation - Diamond Square Algorithm

I'm trying to implement a Map Generator in Java. Since it´s said to be simple I wanted to use the Diamond Square Algorithm [2D] for that purpose. However, I can´t find any complete understandable ...
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59 views

Why is perlin noise generating flat terrain in Unity?

I am trying to generate terrain using perlin noise however the terrain being generated is a plateau. Here is the code that I'm using: var xlength = 65.0; var ylength = 65.0; var scale = 4.1f; var ...
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72 views

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
143 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
74 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
42 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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41 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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1answer
79 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
129 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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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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1answer
67 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 ...
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2answers
215 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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1answer
186 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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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 problem ...
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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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86 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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216 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
144 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
96 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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56 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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173 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
231 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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223 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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168 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
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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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3answers
162 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
114 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
221 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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62 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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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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54 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
187 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
359 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
173 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
140 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 darker ...
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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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103 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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354 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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113 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
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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 ...