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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 am working on a mobile game, in which I am tiling a cylindrical mesh along a dynamic spline. The points of the spline are changing each frame, so the vertex positions and normals of the tiled mesh ...
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I'm currently working on a generated(Perlin Noise) 2D Cave System with Unity. The Caves currently look like this: What I want to do is spawn the Player (and other stuff) in the big Part of the Cave ...
Jonas Re's user avatar
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I'm generating my game's map using Perlin noise. It's an infinite 2D world with terrain data loaded on demand. I'm using Perlin noise to generate terrain. However, I've noticed that the Perlin noise ...
EnderShadow8's user avatar
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(This question is similar in spirit to this question, but I think this case is sufficiently different and specific enough to warrant a new question.) Background In one of my current side projects, I ...
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I've recently picked up procedural generation and it's been going great - until I decided to give Biomes a shot. With my current setup, I can assign a specific point in my world a biome based on its ...
Ludvig Åslund's user avatar
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I want to create procedural paint splatters on textures. I want somewhat similar effect like in Splatoon 2. I think I need to modify albedo image - drawing splatters there. Right now I came up with ...
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I am working on a generator for a Dungeon game. Basically, I have different types of rooms, and different shapes of rooms. The different types contain a list of allowed shapes, and each shape contains ...
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I'm working on a server-compatible Minecraft client. That's quite easy right now, as most of the gameplay is handled server-side, and the client simply has to take care of the rendering. Since the ...
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I am making an infinite procedural terrain for my game and currently trying to apply textures to it. The generated terrain has different biomes, so I want to texturize the terrain based on biome and ...
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I'm working with Unreal and want to make a Minecraft-Style Block-Sandbox with HD-textures. Since at that resolution the repetitive pattern becomes too noticable, I'd like the game to generate the ...
Mat NX's user avatar
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I'm developping a procedural terrain generator in Unity 2020.3, using Sebastian Lague's tutorials and knowledge i've gathered through college projects. The heightmap looks just fine, and i had no ...
Bellaedris's user avatar
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I am trying to achieve smooth biomes blending for my procedural 3D terrain. I've been doing some research on this creating biomes topic and I found some good sources that talk about creating biomes by ...
GameDevNerd's user avatar
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In the last few days, I jumped into searching is there a conventional/convenient way to build 3D architecture quickly, most likely by some accessory software like CityEngine, BIGEMAP, or google maps' ...
charmetei's user avatar
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I am working on an infinite procedural terrain generator and at the moment I am trying to generate a proper heightmap from a biomes map. I'm not sure what is the best way in creating a proper biomes ...
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I'm working on a game where I have to procedurally generate a large open room building. I'm using Unity, but I think this applies to any engine. The room is made up of different wall segments. What ...
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I try to convert an array of Buildings into a representation of a small village. There are several different buildings in a village, like factories that are located on the outside of the village, ...
Lumnezia's user avatar
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I'm generating a procedural mesh, which is a 9x9 grid of cubes. I've written it so that none of the internal faces are rendered, until a cube above it has been removed, at which point the new faces ...
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I am working on a voxel engine that uses a huge Hashed Linear Octree that reconfigures when you move. Each octree leaf is a voxel. The world is procedurally generated using 2D Perlin noise. The octree ...
Amit Assaraf's user avatar
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I am making a procedurally generated map with different zones (plains, forest, village, etc) and am currently just designing each one as a square zone. However, I think it'd be neat if the zones were ...
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I'm developing a procedural dungeon generator using pre-built rooms and currently I'm using A* pathing to create corridors to connect one room's door to another room's door. The problem with this is ...
Ryan Peschel's user avatar
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I'm designing a game that involves the simulation of a breadboard. I would like some advice on the best way to simulate jumper wires used to connect various places on the breadboard together. I have ...
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Am I getting it right, that when I'll make a single mesh that represents terrain using unity's built-in 2D Perlin noise function, then I'll be able to somehow add caves using whatever (Perlin worms ...
Daniil Dolgopolov's user avatar
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I have a system where I'm sifting through a large number and variety of objects in my game, looking for objects that match an arbitrary search criteria that can be simple or complex. For example, ...
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I'm creating a procedurally generated planet mesh based on quadtree splitting to support LOD system. I cannot find any relevant info how can I calculate distance between the camera and LOD chunks. I ...
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So for my university final assignment I'm doing a procedural world generator in unity. The idea is that different types of terrain are generated such as ocean, swamp, hills etc. I have the different ...
Reece Hewitson's user avatar
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I am making a rimworld-like procedurally generated 2D game using Unity's tilemap system. Just like tiles, I also have to procedurally generate grass and trees. Each grass instance should have logic ...
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I am currently making a Rimworld-like game. For now, it is identical in appearance, how the map works and how the pawns (colonists) are supposed to function. Core world-generation logic and A* ...
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I'm using Wave Function Collapse to generate a tilemap, and I'm trying to come up with a way to maintain a contiguous area during generation. As an example: ensuring all "walkable" tiles are ...
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I'm working on a small roguelike and I'd like to be able to tag the various "regions" generated via the Map generators so that I can use it as a lookup to environment descriptions. I see ...
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I've been looking into the Wave Function Collapse algorithm and was wondering if there is a way to make it (appear) deterministic regardless of starting position. I can see how this is trivial if the ...
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An upcoming goal of mine is to write a procedural generation algorithm for daggerfall-esque dungeons. However, I plan on including doors locked with specific keys and I would rather they be able to ...
RustedKnight's user avatar
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I am building a simulation game that and I that allows the player to create procedural buildings rather than placing static scenery items. If possible, I would like to write a shader that can take the ...
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I'm procedurally generating a map of hex cells and creating a variety of paths along this grid. As I'm creating these paths every about 10 runs of the game, Unity is running out of memory while ...
Jeremy's user avatar
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I am experimenting with procedural techniques to generate planetary terrain. I have close to zero knowledge so I started with something simple, using perlin noise and domain distortion. My goal is to ...
Gonstasp's user avatar
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I'm trying to use simplex Perlin-noise to create topography of a planet (procedurally generated). The basic sphere consists of 6 sided cube with normalized vertices. Before adding noise the first ...
Panthesilea's user avatar
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I'm creating a procedurally generated planet object in Unity. I start with a cube which is created from 6 meshes (6 sides) and normalize the vertices to get a standard sphere. The problem is that ...
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I'm currently working on a procedurally generated sphere but I can't get rid of those seams between the meshes. My first step is to generate a cube and normalize all vertices. I've already search the ...
Panthesilea's user avatar
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Why am I getting this kind of results with my perlin noise ? The terrain is wide or elongated or straight at the variations of the noise function. This is the way I generate terrain: ...
kyu's user avatar
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My original method for doing this involved taking the player's position, dividing it by the grid cell size, and rounding the result. This works for most cases except when I move my player up above y-...
Kennichi Nitta's user avatar
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I am making a rogue-like game in Godot. Currently, I am stuck with the world generation. I know how to add children, but I am wondering if there is a way to add those children in a specific position. ...
TheWorldSpins's user avatar
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I have read numerous articles on the subject but can find none that can explain to me how it is that procedural river generation achieves a certain amount of thickness to the river. I have managed to ...
Kennichi Nitta's user avatar
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I have a FPS character game object, which consists of just the arms. I made this IK script off of a tutorial. ...
KI.'s user avatar
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I am trying to make a top down 2d spline-based road that is procedurally generated and endless. The aim is that the player starts inside the road and has to navigate the road and if he touches any of ...
Ak01's user avatar
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I want to generate a procedural world using perlin noise. As expected, my terrain is generating with a repetitive patern. I'd like to add biomes, zones separated with higher or lower amplitude to ...
Samuel Fyckes's user avatar
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I am trying to do a simple script to generate a plane from a script by creating a new mesh. After trying it, it seems like some of the triangles aren't showing up. I checked if they were in the list ...
Samuel Fyckes's user avatar
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I am at the beginning of the creation of a space 4x and first of all i need to generate a galaxy of stars linked by connecting lines that changes in each new game, I'll add a few pictures to show what ...
venom007's user avatar
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There are lots of materials on how to procedurally generate levels for a videogame, but they mostly focus on obtaining the layout of the level and exist in a vacuum where having generated said layout ...
Burf's user avatar
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I am building a game that requires a full planet but it would be too complicated to create it as one mesh, so I decided that I will use procedural generation to create the (partially) editable ...
Datis Reyhani's user avatar
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I've been experimenting with noise for a while and I've gotten some terrain up: It looks like this: What I'd like instead is to have planets like this (currently mine is in a cube shape) My ...
Computer Craft's user avatar
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I'm creating a voxel (block, Minecraft like) game and I have different biomes (flatland, mountains, ect) and the problem is they are abrupt changes when biomes end /begin. I'm using 3d perlin noise, ...
Computer Craft's user avatar

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