Questions tagged [procedural-generation]

Programmatic generation of content (graphics, sounds, level-design,...) using random or pseudo-random processes, usually on the fly.

535 questions
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Randomly generating levels for Sokoban game?

I'm making a Sokoban style game (i.e. it's not exactly the same as Sokoban so I can't use existing levels) and would like to create random levels on it so a player could keep playing it and always have levels to try. Are there any ways I can get the…
robosheep
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Radial gradient - procedural texture for cocos2d-x v3.15+

In cocos2d-x there is already a LayerRadialGradient. Works well, but I've other shaders running on the my game scene, so performance in a problem now. It's using a shader. I want to replace it with just a Sprite with generated radial gradient…
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How to use Unreal 4 ProceduralMeshComponent classes in code?

I was trying to find some examples or documentation as for how to implement functionality using the Unreal 4 ProceduralMeshComponents through code. The documentation of these classes on the website is very sparse and only provides the barest details…
Sai Narayan
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Procedural Textures in Unity?

I am mainly a programmer, not very good at drawing, so I decided to make textures at run time in a procedural way and by that I mean to generate something new and fresh every time at the same time it should look believable.How to get Started with…
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Trouble converting a fractal equation to a Python algorithm

I'm trying to convert the equation outlined here into Python code: r = +/- (1+1.414sin(theta)cos(theta)-0.5cos(theta)cos(theta))^(1/6)exp(-0.4714(theta)) This is my result (slightly hacked for testing purposes): import random import pygame import…
Schilcote
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Procedural skydome

Does anybody know how to or where I can find info related on how to do a procedural skydome? Any help is welcome.
webdreamer
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apply heightmap to SphereGeometry in three.js

[EDIT: see this jsfiddle for a live example plus accompanying code] Using three.js I'm trying to render out some celestial bodies with prominent features. Unfortunately no examples are provided on how to apply spherical heightmaps with threejs but…
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Tweaking Heightmap Generation For Hexagon Grids

Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL. I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic game engine done, I have plans to expand it…
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What's faster for 3D? Perlin or Simplex noise?

Okay, there are a lot of comparisons between Perlin and Simplex noise to be found on the web. But I really couldn't find one where there was a simple processing time comparison between both for three dimensions, which is what I am mostly interested…
TheSHEEEP
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Flip an array of Cellular Automata data into a music score (like WolframTones)

Ok, so using some basic principles of Cellular Automata, I've managed to get a program running which generates a set of data calculated from rules. Each cell is a boolean. Currently I am storing it as so - boolean[][] data - where the first index…
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How to divide a runtime procedural generated world into chunks

I've been thinking of making a top-down 2D game with a pseudo-infinite runtime procedural generated world. I've read several articles about procedural generation and, maybe I've misread or misunderstood them, but I have yet to come across one…
liviucmg
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Procedurally generating a maze without 'cycles'

I wanted to write an algorithm which could generate a 'maze' like structure within a closed room. [This is not a typical maze. I just want some walls here and there within the room.] The catch is that I don't want any 'cycles'. eg: I want…
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How to Transform Graph into Grid Map?

I'm making a program that implements procedural content generation (PCG) to create maps in a 2d game. I use the graph data structure as the basis. then the graph will be transformed into a map like in the example image I attached. with graph…
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How to smooth between multiple perlin noise chunks?

Smoothing Between Chunks So I've been working on a game in unity and want to expand my world from a 150x150 map into a seemingly infinite procedural world. My plan is to use Perlin Noise as the base and use the different values from 0-1 to determine…
SaveZeQueen
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How does terraria have so big worlds and still has silky smooth fps?

I was working on my own procedural generator and finished making it. Here is how I did it, generate the entire world at the beginning, store info about spawn positions and tiles positions into arrays and data structures Now obviously, I have to loop…
Ali
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