Procedural generation is the construction of content based on algorithms and calculations rather than by hand.
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Convert 2d generated level to graph or analyze
Do you have any idea how to extract graph data from this type of procedurally generated level?
Well, actually we need to analyze only top level (gray). Background (black) does not matter. What I am ...
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1answer
56 views
2D Procedural resource generation [closed]
I'm currently building a Mars colonization game and I'm wondering if anyone can point me to resources on how to procedurally create resources and biomes within a 2d game. Much like in a game like ...
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1answer
38 views
How to structure a non rectangular maze
I have built a few mazes and are familiar with maze algorithms however all examples I have learnt from are square or rectangular.
In these mazes the code structure usally has a 2d array of maze cells ...
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1answer
39 views
Rule based procedural terrain generation
How one generates procedural terrain is pretty straight forward. But once you setup your terrain you don't really have a fine level of control where which details will go.
One solution I can think ...
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1answer
38 views
Applying voronoi to a 2D tile map
I'm planning to use Voronoi cells to break up an infinite 2D (procedurally-generated) tile map into biomes. I've been reading a bunch of tutorials and introductions to voronoi, and I understand how ...
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0answers
26 views
Correct normals on a cylindrical rail (hairy ball theorem)
According to the Hairy Ball theorem, it is not possible to get consistently oriented normals at any point on the curve.
What I want to achieve is a game object moving beneath a procedurally-generated ...
3
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1answer
41 views
procedurally combine a main character with weapons during animations
I need to find a way to programmatically place weapons for main character in right position of his body.
For example if I am using UMA to procedurally create humans and then use some pre-existing ...
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0answers
51 views
Sampling procedural texture generated in shader?
We have a custom Unity surface shader which generates some procedural patterns.
However we are getting very bad moire effects when the pattern frequency is too high (made worse by distance, surface ...
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1answer
198 views
How to report bugs found on procedurally generated levels?
There is many topics on how procedural generating works but I couldn't find any info on how to test and - what's more important - how to report bugs that may occur on procedurally generated levels. ...
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2answers
139 views
Mining procedural caves in Unity
I am using cellular automata to randomly generate caves in Unity. Attached is a screenshot:
The black area represents walls. Walls can contain resources that can be mined.
Walls are made of blocks. ...
7
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2answers
170 views
Generate random people with demographics
I would like to have random people with preferences generated for an economic strategy game.
For simplicity, lets say each person has age(number), home area and its type (city,village,...) and ...
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0answers
44 views
C# erosion algorithm
Do you maybe know any article with c# implementation of heightmap erosion algorithm? I know there is quite a few of them explaining core idea but the easiest way to learn would be to see actual code.
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78 views
Jigsaw puzzle map generation
I am working on map generation algorithm for a little game project of mine and I've found myself in quite a pickle. I'm focusing on learning how things are actually done rather than actual game ...
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40 views
Smoothing Voxel Terrains
As part of a unity project, I am trying to make a voxel terrain system. I want the voxel data be able to form smooth terrains, rather than blocky Minecraft ones. I have looked at examples like ...
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1answer
56 views
How to make more jagged terrain [closed]
I need some help with some terrain I'm working on. I'm developing a plugin for Minecraft, but these concepts will apply to any game with terrain. I am using Simplex noise to generate cavern-like ...
3
votes
3answers
149 views
I need a map generation algorithm for towerdefense
I'm making a simple JavaScript tower defense game, I've experimented on some map generation my self, i seem to get one that works properly.
What I want is for you to provide a start point (possibly ...
0
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2answers
84 views
Generate random point inside Perlin noise?
I’m working on terrain generation for a game of mine and has run into a slight problem. The terrain itself within the game procedurally generates as your character moves around. This means that all ...
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1answer
98 views
Using 2D Heightmap Data to generate terrain with the Marching Cubes Algorithm
The Marching Cubes (MC) algorithm works by taking 8 points of a cube with different density values and converting them into vertices and triangles based on a given iso level (threshold above which is ...
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54 views
2D Tilemap Procedural Generation with Obstacles
For my current university module ( 4 weeks ), we were tasked with making an endless runner or something similar. I found the idea of that pretty boring, having done similar stuff before and wanted to ...
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0answers
70 views
Calculating voronoi sites with a 2D grid
I've been diving deeper into voronoi cells for use in a 2D game. There's a lot out there that explains the concept and describes how to calculate them but I'm failing to grasp how best to apply them ...
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3answers
164 views
Can A* path finding cost functions allow for path following shapes?
Recently I begun developing a game prototype which could create procedural generated dungeons using a collection of room types. To ensure the hallway paths between these rooms would always be ...
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1answer
80 views
Any way to combine instantiated sprite renderers into one texture so I can apply into a plane at runtime?
So I am procedurally generating a tile set in Unity by instantiating different tiles that only have a transform and sprite renderer components. I managed to pack the sprites using unity sprite packer ...
0
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1answer
59 views
Should chunks be procedurally generated client-side or server-side?
I'm developing a game with a friend that involves a procedurally generated map. My question is... Should the client generate the chunks, or should the client make a request to the server, and the ...
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0answers
89 views
Generating 3D models / meshes
In LibGDX how can I construct a 3D terrain model that has
Position
Normal
Color
The model does not require a texture, it is colored on a per vertex basis.
I've looked into LibGDX's ModelBuilder and ...
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votes
1answer
71 views
Could I use Perlin Noise to generate a random musical melody? [closed]
Wouod it be possible to use a perlin noise function that generated random musical melodies? It would need parameters directing range and key changes. If so, with what platform/language?
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51 views
Unity Generating PolygonCollider from mesh
I generated a procedural mesh using marching squares and the MeshFilter component (it's 2 dimensional). Now I got the point that I need do collision detection with the character (a sprite with a box ...
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2answers
177 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.
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1answer
87 views
3d puzzle game generating levels
I want to create a puzzle game for my first year in college.
I will use OpeGL and C++.
The point of the game is to create a path between squares that have the same color, without making the paths ...
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0answers
53 views
How to include objects/Prefabs in Perlin noise terrain generator
So I have a project in Unity, where I'm using a Perlin noise generator to generator terrain. My question is how can I include objects/Prefabs such as buildings into the generation of my terrain. I'm ...
3
votes
1answer
185 views
Programatically laying tiles on Godot Engine
So, I am completely new to Godot Engine, and, in fact, quite an amateur in game development in general (and with any engine). I have a small project where I want to implement a procedurally generated ...
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2answers
80 views
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 ...
3
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1answer
181 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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vote
1answer
124 views
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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0answers
138 views
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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0answers
50 views
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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1answer
76 views
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 ...
4
votes
2answers
152 views
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 ...
0
votes
1answer
71 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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0answers
34 views
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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0answers
206 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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votes
1answer
101 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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votes
3answers
150 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
181 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 ...
1
vote
1answer
52 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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0answers
66 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 ...
0
votes
1answer
82 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(...
0
votes
2answers
176 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 ...
7
votes
2answers
339 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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votes
1answer
90 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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3answers
379 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 ...