Skip to main content

Questions tagged [procedural-generation]

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

Filter by
Sorted by
Tagged with
2 votes
2 answers
630 views

My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game ...
1 vote
2 answers
329 views

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 ...
8 votes
3 answers
5k views

I'm currently working on my game. I would like to generate the world map with Perlin noise, and wrap it just like a real world map. I've found a algorithm to create a map wrapped along X and Y axis: ...
1 vote
0 answers
130 views

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 ...
1 vote
0 answers
58 views

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. ...
1 vote
2 answers
271 views

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. ...
2 votes
1 answer
155 views

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 ...
1 vote
1 answer
162 views

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 ...
1 vote
0 answers
120 views

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 ...
3 votes
0 answers
135 views

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. ...
7 votes
1 answer
13k views

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 ...
2 votes
2 answers
3k views

I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (...
0 votes
0 answers
91 views

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 ...
0 votes
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 ...
0 votes
0 answers
59 views

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 ...
0 votes
0 answers
150 views

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 ...
2 votes
1 answer
769 views

How could I generate a single transit map image , which is not based on any real map, on a massive scale? Are there algorithms or tools which could do something like this already? Unlike ...
1 vote
1 answer
335 views

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 ...
3 votes
2 answers
189 views

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 ...
0 votes
1 answer
343 views

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 ...
0 votes
1 answer
138 views

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 ...
1 vote
0 answers
76 views

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 ...
1 vote
2 answers
110 views

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. ...
0 votes
1 answer
168 views

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 ...
1 vote
1 answer
117 views

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 ...
29 votes
7 answers
9k views

I currently have islands that look like this: And I want to procedurally subdivide it into regions, like this: What algorithm does what I'm looking for? Do you have suggestions on how to create ...
0 votes
0 answers
130 views

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, ...
2 votes
0 answers
158 views

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 ...
1 vote
1 answer
196 views

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 ...
2 votes
1 answer
365 views

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 '...
-1 votes
1 answer
308 views

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 ...
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 ...
2 votes
0 answers
682 views

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 ...
0 votes
0 answers
241 views

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 ...
0 votes
1 answer
300 views

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 ...
0 votes
0 answers
117 views

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 ...
1 vote
1 answer
742 views

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 ...
3 votes
1 answer
506 views

I would like to know how to make a background like Super Hexagon managed to do: a hexagon in the middle and equally sized trapezoids. There's a screenshot below & the here is the effect in motion....
0 votes
1 answer
524 views

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 ...
0 votes
2 answers
272 views

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, ...
9 votes
1 answer
550 views

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 ...
1 vote
0 answers
263 views

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 ...
12 votes
1 answer
8k views

I am completely new to Godot Engine, and quite an amateur in game development, in general. I have a small project where I want to implement a procedurally generated level, and for that I'd like to be ...
0 votes
0 answers
84 views

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 ...
0 votes
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 ...
0 votes
0 answers
151 views

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 "...
19 votes
4 answers
13k views

I have a 2D block building game and am trying to make randomly generated lakes and rivers. I have looked into the Perlin noise algorithm, but, I couldn't get it to generate random and nice results. I ...
0 votes
1 answer
165 views

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 ...
2 votes
2 answers
2k views

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 ...
2 votes
0 answers
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 ...

1
2 3 4 5
16