Questions tagged [procedural-generation]

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

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Procedural generation of a constrained landscape

I'd like to implement a procedural generation of a terrain. After a thorough research I came up with a conclusion that it should be implemented with one of the gradient (coherent) noise generation algorithms, for instance Perlin Noise…
JeB
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Smoothing Land Around Lakes

Sorry if that title isn't very descriptive. Anyway, I am working on something dealing with randomly generating landscapes. I made lakes, but due to how they are make, they often cause straight edges / dropoffs, which aren't desirable. I am trying to…
user1533320
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What ways are there of drawing 3D trees using Java and OpenGL?

I know how to draw basic objects using JOGL or LWJGL to connect to OpenGL. What I would like is something that can generate some kind of geometry for trees, similar to what SpeedTree is famous for. Obviously I don't expect the same quality as…
Liam
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How can I sample from a complex or compound distribution in Haskell?

I'm trying to generate random masses for hypothetical planets in Haskell. I want to produce these masses by sampling a bi-modal distribution (ideally the superposition of two normal distributions: one corresponding to small planets and one…
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HTML5 Canvas: Rotated Pattern Fill

As a learning project I'm attempting to re-create the procedurally generated hills from Tiny Wings using the HTML5 canvas. My goal is to generate textures like the hill in this picture: Thus far, I have a seamless repeating texture that I've…
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Shadertoy shader import to libgdx

I have searched everywhere but got no reference. I want to use this shader from shadertoy to my libgdx project, so I tried to import simple shader first from: https://www.shadertoy.com/view/XsffRs I modified it a bit like this but got no…
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Minecraft speed for loading chunks

I am working on a voxel terrain generator. Everything is fine, I have biomes, blocks, etc. What tickles me is the speed of my project in unity. If I run everything on the main thread I can only load and render 1 to 2 chunks without dropping below…
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Procedural terrain programming in Unity 3D

I am trying to get along with procedural generation, I definitely not a pro in unity, however I was following this guide: click and got some results. For now I have 2 problems, I have some basic idea how to resolve them, however I would like to…
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How does one make a point to point "bolt" of lightning using perlin noise or other algorithm?

Every implementation I've come across of perlin noise generation has been for the generation of 2D terrain, etc. I cannot find a decent example of point to point lightning generation anywhere. Are there many other forms of generating 'lightning'? …
ThantiK
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L System Node Rewriting example

This is my first post in stackover flow. Recently I started reading the book called "Algorithmic beauty of plants" where, in chapter 1, he explains L system. (You can read the chapter here). So as I understand there are two types of L systems. Edge…
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C# XNA generate MIDI

I wish to play MIDI like notes from the C# XNA program. I don't actually need to construct a MIDI file, just have the ability to start and stop notes or play them for a given time. play("flute", "D4", "start"); play("flute", "D4",…
alan2here
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Smoothing issue with Diamond-Square algorithm

I am using the diamond-square algorithm to generate random terrain. It works fine except I get these large cone shapes either sticking out of or into the terrain. The problem seems to be that every now and then a point gets set either way too high…
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Help with using the perlin noise library libnoise

When I call libnoise's getvalue function with x, y, and z as integers I always get 0 back as a result. Is this normal? When I try 1.25, 0.75, 0.5 as in the tutorial http://libnoise.sourceforge.net/tutorials/tutorial2.html I get the expected result…
Xavier
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Questions on Procedural World Generation - I can't generate more than hilly terrain

I've been trying to generate a 3D Minecraft world with noise maps, but no matter how I overlap sounds, I can't get a noise map that has both flat areas and mountainous areas. So far I tried overlapping different noise maps, with varying results, and…
Hex_27
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Algorithm for generating a subway transit map

I would like to draw a transit map which is not based on any real map. Unlike conventional maps, transit maps are usually not geographically accurate—instead they use straight lines and fixed angles, and often illustrate a fixed distance between…
Hugo
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