Programmatic generation of content (graphics, sounds, level-design,...) using random or pseudo-random processes, usually on the fly.
Questions tagged [procedural-generation]
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A* Pathfinding in a 2D Sidescroller
I'm currently attempting to utilize A* pathfinding in my 2D-sidescroller-procedurally generated world game (think Terraria-like terrain).
I've been using this resource: http://www.redblobgames.com/pathfinding/a-star/introduction.html
And have been…

Jestus
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Eliminating (or detecting) holes in procedural noise for game development
I've been following this page
http://devmag.org.za/2009/04/25/perlin-noise/
as a guide to create my own perlin noise - it's been pointed out in the comments section that this is FBM noise, but that's irrelevant.
This is working very nicely so far,…

ipe369
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Procedural Mesh Generation Script Issue
The below code shows how I'm trying to create a mesh in script that can be changed by some user defined values. I plan on using this to make voxel terrain, water, etc. However until I can figure out why this is not working (no errors are showing in…

Isaac Hisey
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Midpoint Displacement 2D algorithm producing unusual patterns
I'm having difficulties with the Midpoint Displacement Algorithm using Haxe. I am implementing this by following the steps found here.
First, create an array that represents a blank map. You begin by giving the four corners a random value.
In this…

Tim Stoddard
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How to implement persistent, varying time cycles
I'm procedurally generating 2D solar systems, and I want planets to have varying, persistent orbits. I'm stuck trying to figure out how I can calculate the current angle relative to the body it's orbiting at any given time, which should be the same…

Suffick
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Alternatives to diamond-square for incremental procedural terrain generation?
I'm currently in the process of coding a procedural terrain generator for a game. For that purpose, I divide my world into chunks of equal size and generate them one by one as the player strolls along. So far, nothing special.
Now, I specifically…

Zultar
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Perlin noise generating visible "blocky" formations, Java
I've been trying to implement a perlin noise generator in java, based on this article. Homever, my generator produces noise that is not continuous but instead "blocky", forming visible lines between every even numbered -coordinate. Below is my…

Mr. Noise
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How to procedurally generate terrain to make an infinite terrain?
I have been researching this subject just about everywhere I can find it, but all everyone talks about is the mathematical side to things, not about how to make an infinite randomly generated terrain. I am pretty new to Unity, so when say things…
user3623628
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Fixing every other row is displaced in Value Noise algorithm implementation
Below is my Value Noise implementation, which I'm using for terrain generation. It creates strange artifacts when the terrain's length (Y size) is longer than its width (X size), but not otherwise.
I've been staring at this for hours. Any idea…

IceCreamYou
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Matrices and a generated tiled world, how to generate the edges?
I am assuming this is a reasonably common problem and am asking for a solution which might be more academic in nature or a general equation used for general problems like this, as apposed to me hacking out what looks to be a very big spaghetti…

user3345413
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C# OpenGL (SharpGL) Procedurally generated Mercator Sphere (polar coords)
I wanted to know if writing points using a for loop in the begin end batch works or not, so I read up on a sphere algorithm and produced this based on my reading. There are some problems with it as you can see below in the output screen capture. …

Monte Emerson
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Procedural functions with seed (like road generator)
I've searched around but didn't find a solid answer. I'm building a game in AS3. I have no issue generating random map (2D tiles) for my game, which is basically made of random numbers.
How do I obtain the exact same result all the time passing a…

Eric
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Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator
I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak.
I want to create large structures that span 20+*20+*20+ chunks in volume which are…

That Homeless Guy
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Diamond Square Terrain Generation for large areas
I'm trying to implement the diamond-square terrain generation algorithm in OpenGL.
So far I have a 2D plane (actually a 3D but all Z coordinates are set to 0) made of up to 1024 different squares. The coordinates are organised into 2-dimensional…

Eugen
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Pseudo random for procedural generation
I'm making a game with a procedural map, and I'd like to apply this way of doing :
Procedural Island Generation
It's easy to implement and the results are what I'm looking for.
The only part I'm stuck with is the part 3, when I have to go around in…

tho
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