Questions tagged [procedural-generation]
Procedural generation is the construction of content based on algorithms and calculations rather than by hand.
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Simplest free algorithm for generating caves and ore in 3D voxel game
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 ...
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Proc-gen, turn-based game demo with level limit. Should it offer daily challenges instead of preset seeds?
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 ...
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How can procedural generation be used to create meaningful quest structures in open-world games?
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.
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Creating a large number of GameObjects asynchronously
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 ...
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Using line and arc abstractions for building a platformer generator
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 ...
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How to calculate 2D perlin noise for a procedural 3D surface?
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 ...
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How to join skirt to LOD terrain mesh chunk to ensure it matches at seams?
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 ...
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How to add water material below sea level in procedural terrain?
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 ...
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Missing faces at ends of voxel chunks
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.
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Connecting Isolated Paths in Randomly Generated Maps
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 ...
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How do I connect city centers in a realistic way
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 ...
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How to make a 2D Procedural Track Generation Algorithm
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 ...
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Making games for yourself with a story?
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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Terrain Determination in Perlin Noise Texture in Godot 4.2.1
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 ...
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What is the process to transform physics positions in pixel art (ex. Rain World)?
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 ...
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Random Grid Generation with Random Density
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, ...
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How to generate visually stunning tilemaps?
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 ...
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Using Unreal Engine 5 PCG graph to spawn terrain altering blueprint actors causing loop
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 ...
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How to generate resource clusters on a 2d map like Factorio?
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 ...
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Procedural Path Generation
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 ...
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Procedural NavigationPolygon for a platformer in Godot 4
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 ...
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How to connect terrain chunks smoothly? [duplicate]
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 ...
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How to fix diamond artefacts in diamond square algorithm?
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 ...
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How to convert simple height map to a realistic landscape
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 ...
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How I can compute normals vectors for a tessellated terrain?
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 ...