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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Performant way to generate a cylindrical mesh along a dynamic spline
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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Find Largest Room in 2d World
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 ...
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How can I increase the amount of peaks in Perlin noise without decreasing sampling frequency?
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 ...
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Is it a legal concern if a procedural name generator might generate the names of real people?
(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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Blending Biomes in Procedural terrain generation
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 ...
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Which algorithms to use for drawing procedural paint splatters?
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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Procedural Dungeon Generation with set room sizes and no hallways
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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How to implement Minecraft's terrain generation?
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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How to texture procedurally generated custom terrain mesh
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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How realistic are procedural textures in sandbox?
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 ...
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Procedurally generated mesh makes weird shapes
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 ...
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Problems blending biomes together in relation to moisture/temperature
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 ...
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How can we generate 3D architecture in a racing game's background procedurally with respect/similar to the real world?
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' ...
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Problems creating a biomes map
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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How do I program procedural generation with objects that must fit together in specific ways?
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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Place Buildings to represent village
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, ...
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Unity procedural mesh with different colours/texture per layer
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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Octree LOD without traversing the entire tree
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 ...
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How to make non-standard sized zones for a procedurally generated 2d map?
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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How to perform right-angle pathfinding?
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 ...
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Generating Realistic Looking Wire in Unity
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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How to add caves to a terrain mesh generated with 2D noise [duplicate]
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 ...
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Translating conditions ("If A has B, then true") into objects that satisfy them ("A has B")
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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Calculating distance in procedurally generated mesh LOD system
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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What approaches are there to blending multiple terrain types? [duplicate]
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 ...
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How to draw grass sprites without using gameobjects?
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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Behavior Trees or GOAP for Rimworld-like game?
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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How can I maintain a contiguous area when generating a tilemap using Wave Function Collapse?
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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Tagging "regions" in rot.js map generator
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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Deterministic Procedural Wave Function Collapse
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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Procedurally Generating Locked Doors
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 ...
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How can I generate mesh distance fields at runtime on a procedural mesh in unreal engine 4.26?
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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Running into memory issues during procedural generation
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 ...
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Domain distortion on a spherical texture (planetary surface)
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 ...
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Calculated surface normals for Perlin-noise are weird
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 ...
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Calculate mesh normals with added noise
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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Mesh seams visible in Unity
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 ...
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Elongated and straight terrain perlin noise
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:
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How do I determine the player's grid position?
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-...
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How do I generate platforms in a specific position in godot?
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. ...
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How do I procedurally generate rivers on a tilemap with thickness?
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 ...
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IK script causing glitchy movement
I have a FPS character game object, which consists of just the arms. I made this IK script off of a tutorial.
...
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How to create a 2d procedural spline based road with 2 edge colliders?
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 ...
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How to randomly generate biome with perlin noise?
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 ...
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Generate plane with script missing triangles
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 ...
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space map generation
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 ...
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Decorating a 3D procedurally generated interior
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 ...
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UE4 Procedural Planet Design
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 ...
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How can I create hemisphere worlds (floating islands?) with 3d (or 2d)? Noise (Perlin/OpenSimplex)
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 ...
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Voxel River Generation at Biome Borders or Biome Blending
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, ...