Questions tagged [procedural-generation]
Procedural generation is the construction of content based on algorithms and calculations rather than by hand.
786 questions
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How I can compute normals in a tesellated terrain?
I'm trying to generate a terrain using tessellation. I tesselate patches, so the amount of data passed to the GPU is 4 * numberOfPatch * numberOfPatch.
My problem ...
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Distributing objects on an infinite map with density decreasing with distance from the center
I'm working on a game that has a procedurally generated world akin to Minecraft, but in 2D. I'm generating my terrain by using Perlin noise to determine heights and type of terrain. The advantage of ...
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Trying to make a procedural generated map like the game "Unrailed!"
I am trying to make a procedural map similar to a game called "Unrailed!"
I used perlin noise based on Sebastian Lague's video, as you can see below, the water would always be generated ...
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Procedural placement of objects with constraints
I need to procedurally place some objects on a 2D plane based on constraints like:
Two objects should not be placed on the same line.
On specific object should always be placed on the border of the ...
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How can I add fake erosion in my infinite terrain generation?
I'm making a game where the terrain is infinite and procedurally generated. I'm using Perlin noise with octaves to make the terrain shape. I would like to implement some sort of erosion to make the ...
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How to make voxel terrain mesh
I've been trying to make a procedurally generated "pixelated" (semi voxel) terrain (using Unity), as seen in Sebastian Lague's video on simulating ecosystems. (Image attached)
I've tried ...
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Get vertices back from shadergraph?
I am making waterwaves in shadergraph and i want to make a boat that will bop around on those waves, but to do that i need to get those vertices back into the CPU.
I am unable to replicate those waves ...
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Is there any benefit of combing Instance Meshing with quadtrees LoD?
I would like to know if there would be any benefit of combing Instance Meshing with quadtrees LoD? Besides the obvious performance improvement of only having one mesh
I wanted to try and implement ...
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Perlin noise terrain generation around given road mesh
I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly.
I generate the terrain ...
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What's the difference between 'Dynamic' , 'Random', and 'Procedural' generations?
I've been really struggling lately with the difference between dynamically, randomly, and procedurally generated maps/levels, I previously thought they were the same but now I have no clue.
I've seen ...
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How to find out which biome the player is currently on
I'm using Godot 3.5 and OpenSimplexNoise to generate my 2D topdown world with right (auto)tiles. How can I detect on which biome I'm currently standing on?
This is how I generate my map (in some way ...
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Consistent cross platform procedural generation
What techniques have people successfully used or can suggest to deal with a consistent cross platform math for procedural world generation? Also, if you have done this, what were the pros and cons of ...
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Seamless random morphing hex tiles' vertices in Unity3D?
I have a hex based, fully flat tilemap the tiles' mesh currently isn't generated, but a static mesh file containing 6 vertices, UV mapping, etc.
Then I saw this picture on Unity Answers:
I'd like ...
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Methods for generating unevenly distributed item stats?
Conceptually, generating item stats is the same as placing balls into buckets. An even distribution of 50 balls into 5 buckets looks like this: [10,10,10,10,10] whereas an uneven distribution might ...
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How fast or scalable is wave function collapse?
Specifically the generation part, if I wanted to use it at high resolutions.
High level descriptions make me suspect O(n²) or worse, and demos are always low res, but fast-wfc describes itself as &...
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Generate seamless textures that can be UV-mapped ramdomly
I want to test procedural texture generation for one of my projects, my goal is to use those generated textures with random UV-mapping in order to avoid noticeable texture repetition.
For purely ...
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Dynamically generating and modifying non-Euclidean/Tardis houses while maintaining AI navigability
General Description
I want to build a tech demo about a game concept I am carrying around for quite some time now. A lot of influences from different sources shaped this, and I will try to hint on its ...
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Datatype for procedural terrain generator
I'm making a kind of infinite runner style engine. It generates the terrain in chunks each time a milestone is reached, and stores each chunk as a custom class in a list.
To minimize overhead, it only ...
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What are the limitations or downsides of using Procedural Textures extensively?
Are there negative consequences to making heavy use of 'procedurally generated textures' in Unreal Engine 5, as opposed to normal textures? I found some info in the docs that it 'saves memory', but ...
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Testing if instantiated prefab is colliding with environment
I'm trying to generate a number of prefabs in a scene where that scene will have procedurally-generated terrain objects. I have tagged each of the terrain objects with ...
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How to support run-time shader modification/code execution?
I would like to create an educational game, part of which involves allowing the user to modify code for procedurally generating geometry on the CPU and modify shader code and see the changes they make ...
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How can I fit a tree graph into a grid?
I have a tree graph that I'd like to fit into a grid, the result being a grid-based maze that adheres to the tree graph. Are there any good maze algorithms that are able to start with a known ...
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How to generate boards for a game like GamePigeon's Word Hunt?
Naively, I would assume that there's an even probability of any of the 26 given letters appearing in a tile and that each tile is generated independently. After playing around a hundred times, though, ...
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Updating chunk borders when generating new chunks
I am making an infinite voxel terrain that generates around the player. The blue boxes are the chunks that are currently loaded and the white ones are unloaded.
When building the mesh for a chunk I ...
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Using perlin noise as a procedural voxel heightmap without a texture atlas in Unity
I was creating a heightmap for my procedural voxel world in Unity using 2D perlin noise. I don't want to use anything from a texture atlas, a brown Unity material is good enough for me. The issue is ...
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Pix2Pix implementation in URP
I wanted to implement this project (generating image with deep learning algorithm) in an URP project as a PostProcessing Effect.
I did use ScriptableRenderPass, which sound like the correct way to do ...
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Understanding use of "localUp" in planet mesh generation code
I'm following a tutorial on YouTube about procedural generation of planets. I'm puzzled in some aspects of the code shown. If any of you could explain the following points, I would be very pleased.
...
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How to check multiple rings of tiles around a center tile on a 2D grid
In my game project I create the terrain programmatically by creating tiles on a 2D grid as the player moves around the game map. I have it working where I select the current tile and check all 8 ...
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UE4: How to make UProceduralMeshComponent a solid body, not just a surface around volume?
I generated the UProceduralMeshComponent and set collision enabled to ECollisionEnabled::QueryOnly.
But I get ActorEndOverlapEvent if I stop touching the mesh border even if I still inside of mesh ...
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How to write Perlin Noise generated data to a vector in Rust?
Tell me if i need to be more specific.
My program is advanced enough that it can read tile data from a .txt file and display a tile image for each tile ('~' = water), I am trying to make my game use a ...
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Generating a tilemap and A* grid in unity but they aren't updating correctly
So question is: Why is the unity editor behaving this way (not updating the tilemaps until I go though the scene and click on them) and why is A* not generating the proper grid when Scan() is called ...
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How to make a code-generated mesh interact with a rigidbody?
I'm using a sphere and an empty game object that generates a mesh upon playing/starting.
On the mesh, I place a Mesh Collider component with ...
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Finding where ground is in procedurally generated terrain
Terrain in my voxel game is generated by combining 2d and 3d perlin noise.
if (y < (noise2d(x, z) + noise3d(x, y, z)) * amplitude)
{
// place block
}
To ...
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Interpolate colors between vertex in a plane
So I have this plane generated with two different Perlin noises. It has mainly 3 regions, divided by color. I want to smooth out the lines, to create a "gradient" so there are no abrupt ...
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Best Practice for Procedural Generation and Code Updates
I am using an initial seed to generate data.
The question I have though is what is the best way to mantain the information with code updates.
For example if I have something similar to:
...
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Assign biomes to areas with a Voronoi noise function
I've created this terrain based on a Voronoi noise function:
This is how it looks without the elevation:
I want to assign biomes to the polygons following certain rules and use the slope on the ...
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How should I modify my terrain according to the biome? [duplicate]
I have this terrain I generated using Perlin Noise layers whose colors are applied based on the height of the vertex, just for reference before I am done being clear about how I will implement the ...
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How to make a cloudy looking planet?
In my game you navigate in space and you can come across planets. You can approach the planet and then land on it.
At first I wanted the planets to be spheres, but then I realised how unpractical this ...
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I need an algorithm to build roads
I'm building a game (with TIC-80) for my 4yo daughter. Aim of the game collecting some items from the shops and delivering them to houses. I've built some levels by hand but I think that a need to ...
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How can I implement procedural generation with an undetermined amount of types of terrain?
I'm trying to create a very modifiable game starting with terrain in the form of a tilemap.
Any type of tile can be removed, modified, or created by the user. The problem is that I can't find a way to ...
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2D topdown generating stairs (access) to generated hill
I'm doing 2d topdown procedurally generated world. I'm generating perlin height values, and when certain value is crossed I'm generating one level higher, while edging biomes creates cliff of the ...
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How to handle octave & frequency in the Perlin noise algorithm?
I would like to implement a Perlin noise algorithm into my MonoGame project in order to procedurally generate 2D terrain. I've been using engines in the past (Godot, mostly) where there was an API to ...
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Unity - how Default Line material can be applied to line constructed using code, without using inpector to pass default material?
I have scene with camera, light source and empty object with an attached script.
I generate red line but its material is never set. Ho can I set, in script, its material as Default-Line? Without this ...
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Splitting the mesh of a plane into submeshes
I am struggling a bit with this. I am trying to split a plane recursively into subplanes, so that frustum culling is more efficient. I am doing that by dividing the indices into the 4 subplanes for ...
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How to manage huge number of vegetation positions across the world
How to manage positions of huge number of vegetation (grass in particular) in games?
Do the positions have to be memorized or do they have to be generated on the fly? If so, can the grass always have ...
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Check if a procedurally generated maze built out of cubes is solvable
I have created a procedural level generator in unity.
However, occasionally the algorithm creates a level that is impossible to solve.
Therefore, I tried to implement a navmesh agent to check if it is ...
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Should in-game events (raids) be announced?
Many survival games such as Rimworld will announce when significant events happen in-game. For example, when a raid, a disaster or a significant event occurs, the game will send a notification and ...
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How do I carve rooms and corridors into my map to connect exits placed at the edges?
I'm creating an adventure/RPG top down game where the map is randomly generated divided into zones. A major problem I'm having trouble figuring out is creating exits placed at the edges. The game is ...
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Generating consistent terrain chunks with unpredictable per-chunk seeds
I am working on an automatically generated (theoretically) infinite 2D world. The grid would be separated in chunks made of thousands of world tiles.
We plan to use a Perlin noise function to generate ...
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How does Terraria generate such large worlds initially?
I understand how large worlds can be rendered and drawn efficiently by splitting things into chunks, but as I understand it Terraria generates the entire world when you first create it.
The largest ...