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Questions tagged [procedural]

Information that is generated by an algorithm/procedure. This is often used in contrast to recorded information. Examples are sounds that are generated by the oscillators of a synthesizer in contrast to sounds recorded by a sampler and just played back, and an image generated by a noise algorithm in a 3D-program in contrast to a digital photograph of clouds.

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I'm creating a procedural aiming animation system in UE5 as a learning experiment. In order to position the hand for aiming down sights, I'm using a forward vector from player camera to project out a ...
AuStephen's user avatar
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1 answer
298 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 ...
Roylat Gnail'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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I am trying to create procedural terrain using Perlin noise here is what I have so far: I create "Chunks" of a fixed size using a Perlin noise function, each chunk is a flat mesh (like a plane). ...
Rex's user avatar
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I'm working on a Heat Map generated from Perlin Noise. So far I've got 2 different outputs. Let's go step by step: The result should be something like this: This is the Perlin Noise I've got, easy ...
Mateo Pérez Murillo's user avatar
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I'm working on a dungeon generation script and I'm having some issues detecting overlap. Each piece that I spawn has attachment points, with rotation values and an offset amount so things lineup ...
Aj Jones SlimSpydey's user avatar
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I am working on a system to procedural generate a house using this article. I am trying to understand how grammars work and are made I have found very little information on the topic online. From my ...
Robert Harbison's user avatar
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2k views

I am trying to do something like Minecraft game in Unity. Currently I am trying to generate a chunk of blocks, given dimensions. I can successfully create a chunk of N x 0 x 0 sized chunk, but due to ...
Nick's user avatar
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1 answer
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I am making space arcade with procedurally generated background consisted of nebulas and stars sprites, which spawn on Awake() in certain borders around player. Mobile phones have limited capacity so ...
Random generalist's user avatar
1 vote
2 answers
1k views

I'm working on a game that I want dungeon generating in, but I plan on having ranged weapons in it, so I want it a bit more open. I'd like to avoid corridors and I don't want to use a grid of custom ...
CMLSC's user avatar
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2 answers
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I am making 2D game with Unity. I want to create a procedurally generated background with a bunch of sprites (space background, I have sprites of nebulas and stars). I want some area around the player ...
Random generalist's user avatar
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1 answer
217 views

I'm currently researching the techniques of generating a procedural map. I've already found some methods regarding the mesh generation (e.g. variations of noise like perlin, simplex and cell, midpoint ...
k0602's user avatar
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6 answers
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I have thought about this while thinking about a game concept, but it should be applicable to many game types. Imagine an RPG or something else with an open-world. Normally you would want to populate ...
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I am currently developing a voxel game and I had recently noticed that the game from startup is at around 2GB of memory. Currently I am rendering 14 x 14 chunks as shown: I did a profile on the game ...
AtomProgrammer's user avatar
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I am making a small game like Kerbal Space Program. What I do is when I am over a certain height, I render the planet or moon as a sphere. Each planet or moon will have a generation seed to generate ...
GR00G0's user avatar
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1 answer
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I have multiple calls to Graphics.DrawProcedural in my Unity-project. E.g. I'm drawing 1000 procedural geometries that share the same material and get their ...
Christoph's user avatar
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1 answer
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I need to find a way to programmatically place weapons for main character in right position of his body. For example if I am using UMA to procedurally create humans and then use some pre-existing ...
newbie2015's user avatar
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652 views

In unity, I am trying to create several curved platforms that connect using bezier curves, however I am having issues. I understand the basics of genertating a bezier curve and I have something ...
Charles Cox's user avatar
3 votes
2 answers
356 views

Does anyone know what this terrain generation algorithm is called? I saw it in two places. One was on YouTube, and the other, on Wikimedia.
Samy's user avatar
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Thanks again for reading! So following on from my last question, I have my fully working isosurface terrain and now its time to add my trees and grass and whatever to the world. The old way I was ...
Justin William Stanley Bryant's user avatar
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1 answer
3k views

I'm aware of many methods for procedurally generating rivers, but they require an entire heightmap beforehand in order to work. For instance, they may require to find a high position on the map and ...
rcpinto's user avatar
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2 answers
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How can I generate a linear gradient along a vector? Here is the function I'm looking for: ...
Dave3of5's user avatar
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1 answer
617 views

So I'm working on a proceduraly generated level, that is composed of multiple chunks, so you don't go over the maximum amount of verts allowed in Unity Meshes. Another function is the ability to ...
Aj Jones SlimSpydey's user avatar
7 votes
2 answers
4k views

I'm looking to create some procedural low poly rocks and boulders for a game. I haven't found much interesting information on the internet other than 3D software articles. Not sure what way to go.
dotminic's user avatar
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(Originally posted in the Programmers Stack Exchange, but was told to ask here instead. Whoops.) Before you answer this with "well, use the built-in particle emitter", read further. For one of my ...
Sam Mounter's user avatar