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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'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 ...
Opengraphicspros12's user avatar
2 votes
1 answer
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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 ...
Wabbitseason's user avatar
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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. ...
ZOMBIE_JERKY's user avatar
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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 ...
Pow's user avatar
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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 ...
Nathan Francisco-Ribeiro's user avatar
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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 ...
Samuel Fyckes's user avatar
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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 ...
UnknownUser's user avatar
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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 ...
Jason Crosby's user avatar
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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. ...
FandoraStudio's user avatar
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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 ...
Bishnu Chalise's user avatar
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157 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 ...
YANNTASTIC5915's user avatar
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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 ...
Techwizard's user avatar
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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 '...
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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 ...
Haruto Kaito's user avatar
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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 ...
evilmandarine's user avatar
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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, ...
UserUser's user avatar
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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 ...
bli00's user avatar
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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 ...
Sudoadmin's user avatar
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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 ...
silkmoon18's user avatar
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1 answer
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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 ...
Daniel Kharis's user avatar
1 vote
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371 views

I'm trying to make navigation possible for npcs in a 2D platformer. The game generates chunks with random platforms as the player ascends, so I also need to implement the navigation procedurally. Each ...
Alex CB's user avatar
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I'm generating a 3D terrain chunk based on Simplex Noise and Marching Cubes algorithm to create mesh. My chunks have global coordinates (x,y) e.g: (0, 1), (-1, 1)... Noise is generated using Compute ...
aress's user avatar
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1 answer
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I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial I store the height values into ...
Giuseppe's user avatar
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320 views

So I have a simple height map, which is visualized using cubes. I'm wondering how I could convert this simple setup with cubes into more intricate terrain. I'm looking for it to look something like a ...
Isaiah Day's user avatar
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I would like compute normals vectors for a tessellated terrain generated procedurally, in order to use them for a basic lighting. I don't know how I could do it. I can do it in the Tessellation ...
Giuseppe's user avatar

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