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
2 answers

MST from an array of 2D triangles, but with a little twist

Here's an illustration of the steps taken thus far: Pseudo-random rectangle generation "Central node" insertion, rect separation, and final node selections Delaunay triangulation (shown with previously selected nodes) Rendering of triangle…
0
votes
0 answers

Random generation of complex entities with relations between properties

Idea: I want to build an app that generates creatures based on JSON like plan A creature is a bunch of properties and values. User can pick some of values manually, others are generated There are correlations between properties, that work both ways…
Dmitry D
  • 19
  • 1
  • 6
0
votes
0 answers

Procedural mesh generation: cylinder and sphere

I need an algorithm that generates meshes at run-time of cylinders and spheres (one for each of them). I've been searching but I can't seem to find one that supports what I need or that I can truly understand. Mesh attributes: - Vertices: Position,…
0
votes
1 answer

Procedurally Generated History

I want to create a procedurally generated history system for a game I am making, somewhat similar to Dwarf Fortress even though that's really complex. I have taken a stab at it and it didn't turn out too well. So I was wondering how should I go…
Asweez
  • 1
  • 1
  • 2
0
votes
1 answer

Paint tilemap around the player

In the last days I did it here: https://github.com/PerduGames/SoftNoise-GDScript- and now I can generate my "infinite" maps, however I have problems dealing with the generation of only parts of it as the player moves in a 2D scenario in…
PerduGames
  • 1,108
  • 8
  • 19
0
votes
2 answers

How to reuse a script for different shapes in unity C#

I have written a script for a procedural cube. Basically I want to make a building whose width, length and height I can control through parameters. So by changing parameters I can make different shapes like windows and door and roof and many more.…
Aqil
  • 59
  • 2
  • 6
0
votes
0 answers

Procedurally generate an asteroid field

I have been thinking about the quickest way to distribute 1200 asteroids with procedurally generated positions and sizes when needed, but I can't get my head around how to do this. I've currently got a system that has asteroids that get primed for…
moosefetcher
  • 1,841
  • 2
  • 23
  • 39
0
votes
0 answers

What do the two random variables in this Clojure code do?

The code is from here. The author mentions that the two random values balance and max-offset are, 'one for whether midpoints are more likely to be offset inward or outward, and another for how far midpoints can be offset'. I tried averaging parent…
Vignesh
  • 167
  • 2
  • 12
0
votes
0 answers

Java generating infinite procedural terrain with a seed

I have made a java game engine that generates a terrain of size 800, 800 on the x z coordinates. Each terrain object, however, only recognises coordinates of 1 to -1 on each axis and these are the bounds of the terrain. When the terrain is…
0
votes
0 answers

How do I create a connected graph given nodes and their positions?

I'm trying to create a procedurally generated dungeon based game. I have a set of rooms and I have the x,y coordinates of their midpoints. What's the best way to create a connected graph based on these rooms' x,y coordinates? Rooms I'm coding in C#,…
0
votes
1 answer

What is the 'roughness constant' of this midpoint displacement algorithm, and how can I modify it?

I've taken code from "Midpoint displacement algorithm example", cleaned it up a bit, and resuited it to work as a 1D linear terrain generator. Below is my new version of the doMidpoint() method: public boolean setMidpointDisplacement(int x1, int x2)…
Kartik Chugh
  • 1,104
  • 14
  • 28
0
votes
1 answer

Spawn objects on top mesh

I'm making a procedural terrain generation. At the moment I got a terrain that has been generated by Perlin noise. Now I want to implement a procedural grass generation but with some constraints. I only want to generate grass if is in a radius of…
Jota_sk
  • 169
  • 2
  • 14
0
votes
1 answer

Removing lakes from diamond square map

I implemented the diamond square algorithm in Java, but i'm not entirely satisfied with the results as a height map. It forms a lot of "lakes" - small areas of low height. The heights are generated using the diamond square algorithm, then…
0
votes
1 answer

Runtime vertex generation

Is it possible to create an infinite world, where the world is generated using an algorithms? Does XNA support vertex loading during runtime?
Amir Rezaei
  • 4,948
  • 6
  • 33
  • 49
0
votes
1 answer

Simplex noise reference to array

EDIT: I have been adjusting the sliders on the Simplex noise constructor. I have used more softer floating point numbers and have seen reduced numbers of bars. Possible solution? { frequency: 0.001, amplitude: 0.010, persistence: 0.50, octaves: 10…
lindsay
  • 972
  • 2
  • 11
  • 21