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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Generating a directed acyclic graph from predefined elements with connection requirements

I am working on a system, when given a bank of different types of elements will create a directed acyclic graph connecting some or all the elements. Each element has some input A and an output B. When building the Graph, the system will need to make…
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How do the permutation and gradient tables of Perlin and Simplex Noise work in practice?

So I have been doing a bit of research into how Perlin and Simplex noise work and, while I get the core principles of regular Perlin noise I'm a little bit confused about how the permutation and gradient tables work. From my understanding, they…
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Pre-generating pseudo-random terrain in JS

I'm working on a simple JS/canvas game. In this game I want the users to be able to navigate a world that is generated by the client according to the same seed every time. So while the world is random, every user gets the same. So for that I'm…
cwj
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Worley Noise Not Producing Correct Output

I am attempting to create a Worley Noise function. I looked around and read the original paper by Steven Worley and wrote my implementation. The output does not appear to be correct though. I expect to see something like this. But it outputs this.…
CMilby
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How to randomly place objects as player move around in an infinity map without overlap?

I trying to make a game where player only move forward in an infinity map, and the path (just thing of them like points, the path is only the visual) is procedurally generated. I want those path to have different length (something like the tree of…
leloctai
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Procedural generated terrain not lining up with neighboring terrain

I have created procedural terrain generated in Unity using the CoherentNoise library. The generation itself works just fine, each terrain object that is added to the scene correctly generates heightmaps and applies them. The issue is that my…
Walker Christie
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Icosphere versus Cubemapped Sphere

I'm doing research on generating planets for a game engine I'm planning to code, and I was wondering what would be the best approach to procedurally generate a planet. (In terms of performance.) So far I've seen the Icosphere and Cubemapped Sphere…
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"Terrain" Implementation for procedural generation

So I'm looking to implement the diamond square with the ability to step through the generation and not having it all generated at once. Something like in this video: https://www.youtube.com/watch?v=9HJKrctqIJI What's the best method for…
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Voronoi cells algorithm can return the same value twice?

Can voronoi algorithm can return the exact same value for two differents cells even very far away from each other ? I don't think that depends on the implementation but here is the code I use.
Spooky
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Change last names into numbers, which relate and display images

Im new to JavaScript and don't have the knowledge to write this myself yet. Any help would be great. I'm creating pseudorandom illustration generator, comprised of 3 images. They'd be chosen by their name and displayed. Live update would be the…
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Strugling with procedural mesh math

I've been struggling the last few days to make a procedurally generated mesh that can bend, aka a road. The road script has a function that makes it turn at a given angle, and a function that lets it go forward at the given angle. My problem arises…
Oliver
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Creating procedural mesh with orientation

I am working on creating a procedural cylinder mesh with Unity C#. I have everything working but there is one thing I would like to implement in my existing code is to define a vector3 halfAxis which determines the height and direction of the…
Htlcs
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Unity2D Procedural Content Tile Generation

I'm trying to procedurally generate tiles on the screen as soon as the level loads. This question pertains to making my algorithm as efficient as possible. What I was doing before: In the Update() function (this section of Update() function is only…
Daqs
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Arbitrary 2D random number generation based on single seed

I am trying to fully cover a 2D space with random values based on a seed and starting at an origin, from which i want to be able to go into all directions without much computation. The basic idea is that i need a function float rnd_2d(int x, int y,…
nOvoid
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Please explain this effect, Unity Textures

The following code was taken from here. How Does this Particular Line Work - texture.SetPixel(x, y, new Color((x + 0.5f) * stepSize % 0.1f, (y + 0.5f) * stepSize % 0.1f, 0f) * 10f); Multiplying Color with 10 and modulus with 0.1f is confusing me ?