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.
94 questions
1
vote
1
answer
163
views
Understanding the math behind procedural aiming animation
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 ...
0
votes
1
answer
298
views
Lifelike terrain generation
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
2
answers
1k
views
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 ...
1
vote
1
answer
2k
views
How to make many perlin noise function match
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).
...
1
vote
1
answer
1k
views
How to add noise into a texture?
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 ...
1
vote
0
answers
66
views
Collision Checking in Unity immediately after instantiation
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 ...
0
votes
1
answer
2k
views
How to use grammars for procedural generation?
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 ...
1
vote
1
answer
2k
views
Unity block chunk generation pattern
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 ...
2
votes
1
answer
330
views
Redistributing sprites in procedural generation according to player movement
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 ...
1
vote
2
answers
1k
views
Procedural dungeon algorithms for a more open dungeon
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 ...
1
vote
2
answers
1k
views
Background generation with sprites in 2D dimension in Unity
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 ...
0
votes
1
answer
217
views
Determine terrain type and worldobject placement techniques
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 ...
5
votes
6
answers
1k
views
Make a place or city feel crowded in procedural generated worlds
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 ...
2
votes
2
answers
1k
views
Voxel Game - High Memory and CPU Usage
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 ...
0
votes
1
answer
1k
views
Generation of a moon terrain
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 ...
1
vote
1
answer
798
views
Batch/Combine multiple Graphics.DrawProcedural-Calls in Unity
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 ...
2
votes
1
answer
79
views
procedurally combine a main character with weapons during animations
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 ...
0
votes
1
answer
652
views
Create Bezier curves with random heights that connect
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 ...
3
votes
2
answers
356
views
Does anyone know what terrain generation algorithm is used here?
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.
0
votes
1
answer
78
views
Adding mesh's\objects to procedural isosurface terrain
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 ...
2
votes
1
answer
3k
views
Are there any methods for generating rivers on-demand with Perlin/Simplex noise?
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 ...
2
votes
2
answers
1k
views
Linear Gradient with angle formula
How can I generate a linear gradient along a vector?
Here is the function I'm looking for:
...
0
votes
1
answer
617
views
Mesh Chunk Combining and Extruding
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 ...
7
votes
2
answers
4k
views
Procedural rock algorithm
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.
1
vote
0
answers
54
views
Maya users; how can I create my own particle emitter in Maya?
(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 ...