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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Where am I going wrong with my maze algorithm?
I am trying to generate a maze with rooms and I am using this guide
This is what I am trying to achieve. Instead I am getting this:
This is what I have done so far (with unnecessary parts taken out)
using UnityEngine;
using Random =…

JudasMoses
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How to make snake game with random walls appearing?
I almost wrote a snake game, but I still can’t get one of the main ideas.
I would like for random walls to appear on the map during the game, as it happens in google snake game in wall mode. Here is the link to game.
My question is only about the…

Azerum
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How to find the correct half-edge link to split when inserting a new half-edge pair?
I'm working on a procedural city building project that uses a half-edge/doubly connected edge list data structure to represent roads. In the image below, the pre-existing connections are solid lines. There are two half-edge links: A to B and X to Y.…

Edvard-D
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Generate a random round race track with any given number of straights and 90° curves
I'm trying to build a small script to generate a random racing track that always connects to its start out of a fixed set of tiles.
Does anyone have any hint or know of any algorithms that can help me with this?
For better understanding:
Give a…

Christoph Kruppe
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using procedural generation to creat a disk but the texture does not work properly
the desired result is for the texture to be pretty much the same throughout the disk however it seems to only render properly at a few triangle shaped areas round the edge
disk.cpp
void disk::disk(int sides)
{
float interval = ( 2 * PI )/sides;
…

memelord420360
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What is the appropriate usage of the length factor in an L-System?
I'm just starting out with procedural generation and I've made a program that generates lines using a D0L-systems by following Paul Bourke's website. For the first two simple examples it works great, but when I input the rules of the L-System Leaf,…

B4RN154N
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Hydraulic erosion on heightMap creates weird artefacts
I have generated a heightmap using Ridgednoise. The end result looks bit weird so i wanted to give more natural look for it. After some googling around i decided on hydraulic erosion. I implemented 2 different approaches: Ramantaru Games and…

Marko Taht
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Is there a python function for seeded white noise?
I have been working on some python terrain generation software, and have been wanting to generate cave systems. I need a seeded white noise function/module that works over an infinite terrain, and accepts floating point number inputs.
I found out…

Jack Larson
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how to continuously generate Perlin noise as an infinite map grows?
EDIT: I ended up using the FastNoise library found here: https://github.com/Auburns/FastNoise It has everything under the sun which someone might need to generate many different kinds of noise. As the title might suggest its also quite fast!
I'm…

propellerhat23
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Detail On Exponentially Distributed Terrain
I recently implemented Ian Parberry's Exponentially Distributed Terrain algorithm in Javascript. I've checked it against his c++ code, but when generating multiple octaves I get only circular hills and valleys on smaller at scales and intervals, and…

Elias N-d
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Align Spawnpoints in Procedural generation
I've created some boxes to recreate a 2D level where the dungeon is being created in a procedural generation. Altho when I run my script it creates the right levels, but it does not align the Spawnpoints to each other.
This causes an unlimited…

mafiaf
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Using a weight function to procedurally generate terrain but its not giving me the expected result
I am trying to utilize a weight function from a paper titled "Dijkstra-based Terrain Generation Using Advanced Weight Functions". I have taken a weight function they provide and I have tried to implement it in C#. The output I am getting appears to…

rob5300
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Undefined behavior with determinist procedure
I am currently trying to implement a "cave generation" as a 2D array following the "Game of Life" ideas. The idea is as follow:
I have a 2d vector of 0s and 1s (which respectively represent air and block) randomly generated with a…

Tommy-Xavier Robillard
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Referencing values from procedurely generated labels from another userform in VBA
I am creating a UI that can Insert, Delete, and Display information from multiple sets of data. The user clicks the command button to initiate the program, enters some data, and userform1 uses that data to create userform2. While using userform2,…

Clamp
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ai is getting stuck on platforms, as it cannot find a path around it
I have been having trouble making my ai find the best path around different objects on the map, as I have recently implemented a procedural map generation algorithm, and my ai can't figure out how to get around any corners, or if the enemy is…

VultureInAtom05
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