Programmatic generation of content (graphics, sounds, level-design,...) using random or pseudo-random processes, usually on the fly.
Questions tagged [procedural-generation]
535 questions
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Using Midpoint Displacement algorithm by using recursion
FOREWORD
I must apologize, but I consider myself extremely bad at implementing algorithms as I've not done this kind of programming much, so please try not to be angry with me. I've drawn quite many pictures of understanding how should I solve this,…

Carl Custav Mäeorg
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SpriteKit & Swift: How to create level "segments" that are randomly "stitched" together to create an endless game?
The concept that I am talking about is similar to the style of game seen in many minimalistic, popular mobile games such as Color Switch, the Line Zen, Phases, or Bounce. These are endless games composed of a series of "levels" or "rooms" that are…

Noah Covey
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2D or 3D simplex/Perlin noise?
I am working on a project that procedurally generates a navigable "planet" that can be seen from far away (i.e: without any visible "terrain"/height difference. This would simply show water and land) or close up (exploring the planet from a person's…

Fool
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synthesizing normals in tessellation shader
I've spent a bit of time researching this and can't find a good solution.
My problem is finding an efficient way to create normals in a tessellation shader. I creating a mesh for a cave system procedurally then tessellating it in real time to…

Tony Oakden
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Procedural Island Generation confusion
So I've been working on a terragen for a sort of survival RTS game. Up until now I've been using radial island generation (basically it creates a somewhat circular island shape). I found this to be uninteresting, so developed a fractal island…

Cameron Fazakerley
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Procedurally generate tags from string with space delimiter in Ant Java Task
So effectively what I want to do is, using a string containing my set of arguments (with each argument separated by a space), generate an tag for each argument. If tags were supported in Java Tasks in Ant, it would look something…

jako218
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Split Grammar and Grammar Attributes (Procedural Generation of Buildings)
I am trying to implement algorithm for procedural generation of buildings for my thesis. I've been reading a lot about shape/split grammars. Here's the link to the most popular paper covering that topic.
I managed to implement very basic grammar…

instancedName
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Tiling perlin noise seamlessly
I have been trying to figure out how to create infinite terrain in 3D using perlin noise. I have so far got a terrain that is made of chunks, and when the player moves out of a chunk, new chunks are generated. Chunks out of range are unloaded. So I…

Kelan
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Processing animation very jittery
I'm just tinkering around with Processing in order to make some .gif animations procedurally. For some reason, the one I just finished making has a lot of jitter when I run it (and also when I export it using GifAnimation). I'm not entirely sure why…

MattDs17
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Creating a 3D Character Model with Procedural Generation
I'm slowly introducing myself into some procedural generation techniques. However, instead of generating a map or level in a video game, I want to learn how to create procedural character models.
I guess something that would be akin to this would be…

Fenchurch
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Why do all Simplex Noise algorithms have a Permutation & Gradient table?
I've been trying to implement Simplex Noise for about a month now, and I do understand the idea of working with Simplices to reduce the amount of calculations needed and also safe power on the gradient side. Implementing this into any language…

Jeroen
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Particle Deposition Terrain Generation
I'm using Particle Deposition to try and create some volcano-like mountains procedurally but all I'm getting out of it is pyramid-like structures. Is anyone familiar with the algorithm that might be able to shed some light on what I might be doing…

CalvinWylie
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How to use noise to generate varied terrain biome style
I'm currently using value noise I believe it is called in combination with fractal Brownian motion to generate terrain in a 3D environment. I generate a 2D height-map from the noise, with values ranging between -1 and +1. I typically just multiply…

Mythics
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What term describes procedural/fractal generation where coordinates are generated without knowledge of other coordinates?
Both Cellular Automata and Midpoint Displacement rely on information about the grid itself as it's being generated to be able to finish the generation process. Perlin/Simplex Noise are the only methods I'm aware of that generate the data for any…

Mythics
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Android - Determine tile bitmap based on surrounding tiles
I have been working on a tile-based terrain generation system , and have run into a bit of a snag. I am hoping to create a series of transition tiles that will mark the transition between water and land, and am having trouble figuring out an…

Patrick Reynolds
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