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Questions tagged [procedural-generation]

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

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I'm trying to find an algorithm that does not require giving any form of credit to use (like perlin noise) and can be used for generating caves under a height map that can make holes in the terrains ...
Opengraphicspros12's user avatar
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In my voxel engine, each chunk has a 3D-blocks array that measures 17 x 100 x 17. The width and length of chunk is 16 but I added a padding to the array to store block data of a neighboring chunk. ...
crunch toast's user avatar
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I recently published a demo for my new, turn-based word puzzle, set in a fantasy world (called "Dragon Riddler" -- it's on Steam). The game loop is this: find the dragon's lair in a land ...
Wabbitseason's user avatar
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I'm new to games, but I'm quite aware of the logic behind building games. I have an idea for the game, but already at the stage of the idea and thinking over the mechanic. I understand that the game ...
Сергей Иванов's user avatar
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I'm working on an open-world game and exploring procedural generation to design dynamic quests. The goal is to make quests feel connected and impactful, rather than randomly generated or repetitive. ...
ZOMBIE_JERKY's user avatar
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First please excuse my English, it's not my first language! I'm trying to process an existing image to create a game map, to be clear, this is not a procedurally-generated image. However, I would like ...
ma1169's user avatar
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I am creating a 2D procedural terrain using many Tile GameObjects. To make this infinite (and more performant), I dynamically load and unload chunks based on the players position and a variable ...
Pow's user avatar
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I’ve played The Last Campfire recently and got really inspired by it, so I’m trying to recreate some scenes from the game just to improve my 3D art skills. But there’s one thing that I’m a bit lost. ...
GrandMagus's user avatar
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I'm planning to make a procedural level generator and I think I will need some sort of abstraction of a level in 2D. I thought that levels could be abstracted to lines (platforms) and arcs (jumps) and ...
Nathan Francisco-Ribeiro's user avatar
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I am making a 2d rpg game that uses tiles to store the terrain data. Also the map is procedural generated infinite world type. I saw an approach called clipmaps to ...
Syntax Error12's user avatar
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I generate a mesh from a 3D perlin noise function, the goal now is to add a 2d perlin noise to the surface of the 3d mesh. My issue is ensuring continuity in the noise and taking the x, y and z ...
Samuel Fyckes's user avatar
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First of all, I have already discovered these questions and their answers: Road / river generation on 2d grid map Algorithms for rainfall + river creation in procedurally generated terrain Generating ...
Steyrix's user avatar
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I am exporting my Unity terrain to a mesh. Because the terrain is big, I also split it into multiple chunks. Moreover, I also generate chunk LODs. I enable a certain chunk LOD in-game based on the ...
UnknownUser's user avatar
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I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion. Every tile in ...
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I'm trying to create procedurally generated terrain, it works but it just uses simple textures. The lower area below sea level I want to add a water material instead of a simple texture. How can I ...
Jason Crosby's user avatar
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I've embarked on this gamedev idea situated in a procedurally-generated stone-age / primeval pre-language / pre-civilizational world, with all sorts of critters & beasts, flora & fauna, but ...
meta_leap's user avatar
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I'm having problems generating faces in a chunk in OpenGL C++. For example, when I generate faces, they are generated correctly but always at the end of the chunks some faces are not generated. ...
FandoraStudio's user avatar
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I'm following Brackeys' tutorial for perlin noise and i'm at the point where he's just done the offset thing but this whole time all that i'm seeing in my project is a plain gray square, no matter ...
IamaPineapple24's user avatar
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I am new to game development, I previously created games using tiledmap editor and pygame, but manually creating map was real pain, so i begun to look how can i procedurally generate map, after ...
Bishnu Chalise's user avatar
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I’m currently working on a project in Unity where I’m creating procedural roads based on splines. At present, the roads are implemented by extruding a 2D shape along a spline or a straight line, ...
xephosbot's user avatar
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I am making a FPS/RPG exploration game (first person shooter RPG, think first person Zelda with guns), and one of the main focuses is a large city. Due to the fact that I am an indie dev, and don't ...
YANNTASTIC5915's user avatar
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I was wondering how I would go about generating a series of checkpoint gates along a 2D line in my game. A bit of background, my game is a 2D reinforcement learning car driving simulator, I have a ...
Techwizard's user avatar
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1 answer
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I would like to create an algorithm that generates a random track that a car can race on. How would I best go about such an algorithm? I will be using Unity 2D, but for my project I require using an ...
Techwizard's user avatar
2 votes
2 answers
403 views

It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
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I want to develop games for myself. Sadly, I'm limited to making text-based things (though this does have some practical benefits). The biggest limitation though is none of my games can really have a '...
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I am making a game, and I want to have life-like terrain generation. Some issues with procedural noise, and other algorithms like midpoint displacement is that some features of the land that they ...
Roylat Gnail's user avatar
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For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
Haruto Kaito's user avatar
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I'm working on a game in Unreal Engine 5 with Blueprints and the Fast Noise plugin. I've been having trouble getting the biomes and cities set up. I'm not fully sure how to make the biomes affect the ...
Jam's user avatar
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In this video (GDC 2016), Rain World developers explain a lot of the procedural animation process in the game. However, it is not clear to me how you go from physical locations and bones to the smooth ...
evilmandarine's user avatar
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1 answer
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I have a noise function for altitude: float getAltitude(x, z) and noise function for humidity: float getHumidity(x, z) and at each cell of my terrain I calculate a (altitude, humidity) point, and then ...
BogdanB's user avatar
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I have a 2D grid of cells in Unity, and each cell can be on or off. I want to randomly generate the on cells, and when I just assign a probability to each cell, the entire grid has the same density, ...
UserUser's user avatar
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I am making a 2D procedurally generated game like Terraria, and I want my terrain to be smooth similar to how games like Hill Climb Racing look. I have a Tilemap that renders my tileSprites and a 2D ...
Jacko_256's user avatar
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I previously asked this question but I don't think it was well phrased, so I want to rephrase the question. I want to generate tilemaps that resembles the pixel art world maps from "Shovel ...
bli00's user avatar
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Is wave function collapse actually capable of generating aesthetically pleasing tilemaps? Let's very roughly define "aesthetically pleasing" using an example from the world map of "...
bli00's user avatar
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2 answers
789 views

I am using a PCG graph to spawn in actors, which are blueprint stamps for the terrain height map. I believe the issue I am facing is that when the blueprints are spawned, they alter the terrain, which ...
Sudoadmin's user avatar
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1 answer
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I'm working on a pixel art game in Unity, and my backend (Which is actually written on Golang) has generated a massive dataset of tiles for a 1000 by 1000 world (it could be even more). I'm wondering ...
Resorter's user avatar
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2 answers
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I am trying to add some ores on my map using Perlin noise. The problem is sometimes Perlin noise does not produce enough values above the threshold, causing the amount of one ore is much lesser than ...
silkmoon18's user avatar
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395 views

In Unity, is it possible to paint terrain details such as billboarded grass textures programmatically? (The kind that appear vertical and wave according to wind settings.) What I know so far (or think ...
ChurlishCanadian's user avatar
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1 answer
401 views

I've been trying to make an algorithm to procedurally generate a path from a tile map attached below. I'm just looking for a method to go about doing this. EDIT: I want to make a path for a tile map ...
Daniel Kharis's user avatar
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1 answer
204 views

I noticed that some skyboxes on the Unity Asset Store specifically say they use AI image models like Stable Diffusion, for instance "Stylized Space Skybox pack": The description of this ...
Job_September_2020's user avatar
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0 answers
372 views

I'm trying to make navigation possible for npcs in a 2D platformer. The game generates chunks with random platforms as the player ascends, so I also need to implement the navigation procedurally. Each ...
Alex CB's user avatar
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1 answer
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My generated terrain chunks have gaps between them: I'm using Compute Shader and Simplex Noise from FastNoiseLite library to generate noise: ...
aress's user avatar
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1 vote
0 answers
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I'm generating a 3D terrain chunk based on Simplex Noise and Marching Cubes algorithm to create mesh. My chunks have global coordinates (x,y) e.g: (0, 1), (-1, 1)... Noise is generated using Compute ...
aress's user avatar
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1 vote
1 answer
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I am creating a game in which a world map is generated using Perlin noise, and then specific points in the map are rendered using higher resolution Perlin noise. I am trying to do this by zooming in ...
Finch Youngs's user avatar
1 vote
1 answer
185 views

I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial I store the height values into ...
Giuseppe's user avatar
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1 answer
442 views

I'm working on a top-down 2D RTS with C++ and SDL2, and have implemented the biome/terrain generation, tile rendering and a rudimentary camera system. I already have the skeleton code in place that ...
ireece1's user avatar
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324 views

So I have a simple height map, which is visualized using cubes. I'm wondering how I could convert this simple setup with cubes into more intricate terrain. I'm looking for it to look something like a ...
Isaiah Day's user avatar
1 vote
1 answer
656 views

Warcraft III (WC3) had a lovely map editor that allowed for a whole lot of stuff, yes (this was the best result I could squeeze out of Google), but what to me stood out the most and what I played with ...
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I would like compute normals vectors for a tessellated terrain generated procedurally, in order to use them for a basic lighting. I don't know how I could do it. I can do it in the Tessellation ...
Giuseppe's user avatar
0 votes
1 answer
431 views

I am trying to simplify a mesh I am generating from a heightmap by creating larger triangles for areas of equal elevation, like this: This however gives me issues with my normals: I am calculating ...
Henningsson's user avatar

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