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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How would I add extra vertices to a proceduraly generated plane?
I found an old tutorial that has not been updated in awhile, and followed it to create some 1D plane terrain. It uses bezier curves to generate the surface, which then acts as the land.
However, this only creates two sets of vertices - one at the…

Merlin
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Create planet with Terrain in Unity
I'm looking to create some procedurally-generated planets in unity. I'm not looking to make huge, realistic planets, but very small, walkable ones (like Super Mario Galaxy).
I've run into a problem though - Terrain objects cannot be rotated, so I…

Alexander Lozada
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Having some issues with procedurally generating a map
I'm building a very simple 2d tile map. It just spawns a few different grass tiles in random locations here's what it looks like:
public int tileHeight; //y
public int tileWidth; //x
int tileHeightCounter;
int tileWidthCounter;
public…

ParagonTime
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Creating large array/data from seed/key
firstly the language Im writing in is node (javascript) but really Im looking for the computer science behind it, and how to actually do it, not just the code.
Basically what I have is a 2,000 x 2,000 two dimensional array (what I mean by that is…

Ralph
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How to find unconnected room groups?
On the process of building a dungeon generator you need to solve several problems involving unconnected rooms, and I can't find a solution for the last one I found:
I can easily detect unconnected rooms, but when it comes to unconnected rooms groups…

Timerºº
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Unity/C#: procedural texture for procedural mesh
I would like to generate meshes and textures procedural in Unity/C#. However all my attempts with a custom mesh only display the first texel. I tried to simplify the problem as much as possible and came up with the following example code, which…

Lunkford
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How to use an array of two dimensional float arrays?
I've tried using the generic list but my research said that the enumerator for the List could not be reset so that wont do since I need to iterate continuously over a list of float [,].
I essentially want to cache 10 different perlin noise maps that…

swedish_fisk
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Simulating extension of landscape under different changes
I would like to know whether starting from a map (shown below; retrieved from Harper et al. 2007) I can use some kind of algorithm (I read something about "midpoint algorithm") that simulates a different landscape, that is, expanding the forest…

CafféSospeso
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jumper.lua pathfinding library uncompatible with procedural generation?
I discovered jumper.lua which is an incredibly fast and easy to use pathfinding library for grid-based maps.
However, it is giving me problems.
I am going to use this library with a procedurally generated map: as the player moves, a new 32 x 32…

user6245072
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Map generator returning weird results
I'm developing a map generator in java for my top down shooter game and I'm implementing something similar to what nuclear throne does. It creates a "walker"
that runs through the map creating floor tiles.There is a chance that it will
turn 90, -90…

Juan Alvarez
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C++ - Diamond-Square algorithm output is random and noisy
I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather than smooth rocky shapes. I have altered parameters…

user3553826
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3D Procedural generation of infinite caves
How can you generate good looking caves? I have tried 3D simplex noise and 3D perlin noise, but neither give me any results. Depending on how I set it up, I get either slices or just random noise. My main problem is, that it seems all these noise…

Enerccio
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Animate an UV sphere with (4D?) noise
I am using a C# port of libnoise with XNA (I know it's dead) to generate planets.
There is a function in libnoise that receives the coordinates of a vertex in a sphere surface (latitude and longitude) and returns a random value (from -1 to 1).
So…

Pedro Henrique
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Smooth Lower Resolution Voxel Noise
After reading the blog post at n0tch.tumblr.com/post/4231184692/terrain-generation-part-1. I was interested in Notch's solution by sampling at lower resolutions. I implemented this solution in my engine, but instantly noticed he didn't go into…

Quigly
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Even when using the same randomseed in Lua, get different results?
I have a large, rather complicated procedural content generation lua project. One thing I want to be able to do, for debugging purposes, is use a random seed so that I can re-run the system & get the same results.
To the end, I print out the seed at…

sinisterandroid
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