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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 generate a terrain using tessellation. I tesselate patches, so the amount of data passed to the GPU is 4 * numberOfPatch * numberOfPatch. My problem ...
Giuseppe's user avatar
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402 views

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 ...
Charles Nough's user avatar
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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 ...
ento's user avatar
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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 ...
Mike's user avatar
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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 ...
Vincent's user avatar
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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 ...
Geck's user avatar
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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 ...
BinaryPastaChef's user avatar
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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 ...
Miguel Myers's user avatar
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564 views

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 ...
IMGSaibh's user avatar
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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 ...
loltrox's user avatar
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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 ...
DDD's user avatar
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25 votes
7 answers
4k views

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 ...
Roy Ward's user avatar
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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 ...
Tudvari's user avatar
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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 ...
user2108462's user avatar
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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 &...
Treer's user avatar
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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 ...
PaperBirdMaster's user avatar
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2 answers
255 views

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 ...
Confused Merlin's user avatar
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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 ...
arcadeperfect's user avatar
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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 ...
Candle's user avatar
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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 ...
erik's user avatar
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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 ...
TomKern's user avatar
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9 votes
1 answer
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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 ...
IanLarson's user avatar
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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, ...
suburb1a's user avatar
1 vote
1 answer
767 views

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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1 answer
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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 ...
burgere15's user avatar
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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 ...
Felox's user avatar
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2 answers
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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. ...
nicolas osorio bustos's user avatar
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2 answers
440 views

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 ...
peacetype's user avatar
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1 answer
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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 ...
Robotex's user avatar
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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 ...
Macho Onion's user avatar
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259 views

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 ...
Ryan's user avatar
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1 vote
1 answer
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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 ...
Andrew Q's user avatar
1 vote
1 answer
134 views

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 ...
Wojak2121's user avatar
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1 answer
186 views

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 ...
alon's user avatar
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2 votes
1 answer
177 views

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: ...
Robbie's user avatar
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1 answer
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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 ...
alon's user avatar
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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 ...
alon's user avatar
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1 vote
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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 ...
Samuel Fyckes's user avatar
1 vote
0 answers
244 views

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 ...
Mirat Can Bayrak's user avatar
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0 answers
181 views

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 ...
zeplar_exe's user avatar
6 votes
2 answers
665 views

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 ...
Makaveli_O's user avatar
1 vote
1 answer
9k views

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 ...
atrefeu's user avatar
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0 votes
0 answers
1k views

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 ...
reducing activity's user avatar
1 vote
0 answers
74 views

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 ...
alpenraum's user avatar
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0 answers
92 views

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 ...
user avatar
0 votes
1 answer
220 views

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 ...
Dpythonrobot's user avatar
3 votes
2 answers
298 views

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 ...
caleidon's user avatar
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1 vote
1 answer
238 views

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 ...
Michael Muniko's user avatar
1 vote
1 answer
811 views

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 ...
Th0rgal's user avatar
  • 113
7 votes
3 answers
8k views

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 ...
user2932566's user avatar

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