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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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…

RectangleEquals
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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
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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,…

Daniel Marques
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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
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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
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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
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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
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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
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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…

James Clarke
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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#,…

Sheel Parekh
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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
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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
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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…

Jon Takagi
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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
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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
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