Questions tagged [procedural-generation]

Programmatic generation of content (graphics, sounds, level-design,...) using random or pseudo-random processes, usually on the fly.

535 questions
0
votes
0 answers

procedurally animating a little ascii man's speech using text input

I'm taking a course called "Documenting and Developing Technology," and in this course, we're supposed to independently create wacky stuff with computers and then document using a video presentation on youtube. I've developed a gimmick that involves…
0
votes
0 answers

How to convert a Mesh into a Heightmap

I am using unity for a project where my algorithm procedurally generates different kinds of terrains. The problem is that, I am trying to add colors by adding textures to my mesh. I know how to do it which is by making a simple Heightmap and then…
0
votes
1 answer

Method to randomly generate 2d polygons/regions to fill a [length, width] area?

Eventually, I'd like to get to a place where I'm generating multiple fake "countries" on a fake "continent," but to start I boiled the problem down into something simple, and I'm already stuck at this first step: Given an area (let's say 10 tiles x…
0
votes
0 answers

Why is my float[] argument being passed returning null

(edited for more context) When I pass my Amplifiers and Frequencies float arrays into my functions corresponding arguments it is passed as null in the function. Here is a code sample: using System.Collections; using System.Collections.Generic; using…
0
votes
1 answer

PRNG Multithreading, with deterministic result

I'm wondering how one could use a PRNG with a given seed to get same results even when multithreading the process. Clarifications: The world will be using a Coherent Noise such as Perlin or Simplex to generate height, this noise would be determined…
0
votes
1 answer

Seed generated 3d points in space for space simulation

I am interested in generating a star system that uses seed-based randomized points in 3d space so that if the rendered point would move, the points in space would remain in their relative position from the global origin, effectively creating the…
DIGI Byte
  • 4,225
  • 1
  • 12
  • 20
0
votes
0 answers

Generating & Growing regions on a 2D Grid Map

I'm creating a 2D top-down game where terrain is procedurally generated. The map is simply a 2D grid of tiles and the tiles are placed by sampling simplex noise. This gives fairly good results (especially when I add some warping (fbm? not sure) to…
0
votes
1 answer

Unity TileMap Grid problem with creating a simple fog of war

I have a procedurally generated dungeon BSP on a Tilemap Grid. a TileMap collider has been added to it. I planned to do it simply, since my TileMap contain a SpriteRenderer, I add the color 0,0,0 to it like a black fog of war, and if I can't see it…
Shy
  • 45
  • 1
  • 8
0
votes
1 answer

How does the game Rust place Millions of Grass, Rocks, and Trees

Rust has millions and millions of grass, rocks, and trees instances across its maps, which get as big as 8km. Is that grass placed dynamically around the player at runtime? If so, is that done on the GPU somehow or using a shader? In my game, we use…
0
votes
1 answer

How do I construct a Minimum Spanning Tree from a list of vertexes, using QuikGraph C#?

How do I get from a list of vertexes/nodes to a graph that I can use with QuikGraph to e.g. produce a Minimum Spanning Tree? EDIT:( I've been forward and backward over the QuikGraph wiki https://github.com/KeRNeLith/QuikGraph and every example I can…
0
votes
2 answers

Is there an algorithm or function that outputs a random number given n number values?

So I have been working on a game that utilizes procedural terrain & structure generation. Right now, I am tackling structure generation - which I used Poisson-Disc sampling, which I plan to implement on chunks in my world. However, my sampling…
0
votes
1 answer

Godot 2D Top Down Tile Rendering in a Procedurally Generated World

I know this question gets asked a lot. But for the life of me I cannot find the answer on the internet. So far I have created a Scene with a Player node(camera attached) and a TileMap. The TileMap uses OpenSimplexNoise to generate a 32x32 grid of…
0
votes
0 answers

How to perform simple L-shaped path-finding?

Here's an example image: The blue tile at the top is the starting location and the blue tile at the bottom is the goal location. The green path is the path found between the two. Astar doesn't seem to work well for this because I don't want the…
Ryan Peschel
  • 11,087
  • 19
  • 74
  • 136
0
votes
0 answers

Implementing weights in a shader for procedural terrain generation

So I'm working on procedural generation in unity and I've got to a point where I'm working on blending between two chunks of terrain (Each chunk is a square for reference). To do this with the height I generated a 3 dimensional array which is of a…
0
votes
1 answer

How do I determine if i just calculated the normal in the correct direction?

To explain the context, I procedurally generate buildings on unity in C#. I create a mesh and fill in the vertices and triangles, then I calculate the normals of the different points. I have several hundreds of buildings that are generated, but some…