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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How to simulate mouse movement to procedurally generate beautiful galaxies in JS?

I'm working on a project that procedurally generates images of galaxies like this one: This sample was "hand drawn" (by waving the cursor around). See this pen: https://codepen.io/OpherV/pen/JQBKVq?editors=0110 I would like to procedurally…
OpherV
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RealityKit How to create custom meshes at runtime?

RealityKit has a bunch of useful functionality like built-in multiuser synchronization over a network to support shared worlds, but I can’t seem to find much documentation regarding mesh / object creation at runtime. RealityKit has some basic mesh…
synchronizer
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Why is wrapping coordinates not making my simplex noise tile seamlessly?

I've been trying to create a fake 3D texture that repeats in shadertoy (see here, use wasd to move, arrow keys to rotate) But as you can see, it doesn't tile. I generate the noise myself, and I've isolated the noise generation in this minimal…
Krupip
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How can I randomly generate ASCII art land masses?

I am trying to randomly generate land masses, represented by ASCII art, using Python. I have the following code which either generates mostly water or mostly land. How could I achieve my end goal? from random import * water = "." land =…
Jordan Baron
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Python Procedural 2d map generator explanation

So i found a certain procedural map generator in Python and I understand parts of it but i'm having a very hard time piecing it together to be able to modify it to suite my needs so I was wondering if it is possible for someone to explain step by…
Nick
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Resources on realistic procedural leaf generation with variegation

I know there exists a lot of material on the procedural generation of plants and the like, especially using L-systems etc. But after a quick research, I haven't been able to find any good / in-depth material on the structure of leaves. Specifically,…
Kelley van Evert
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Cylinder drawn with triangles in OpenGL

It's drawing a cylinder with stacks and edges but the problem is that stacks are connected to one point instead of a new one. Maybe a picture will show it better: And here's how I'm rendering the side because disks are rendered separately: for…
matzar
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Procedural Map Generation - SpriteKit and GameplayKit

I have the following code to generate noise using the new GameplayKit's GKNoise. I am not sure how I can use that with the SKTileMapNode. Has anyone tried this ? At the moment the noise is applied to each tile but not to the overall TileMap. Is…
Deepak
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C# format arbitrarily large BigInteger for endless game

I am trying to create an endless game such as Tap Titans, Clicker Heroes, etc. I have a BigInteger class that is capable of representing arbitrarily large integers as long as they fit into memory. Now I have a class that formats a BigInteger into a…
Thijs Riezebeek
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Size issues when creating a procedural mesh generator in Unity

I've been working on building a procedural generator for Unity, that takes in noise and uses it to build a height map. So far, everything seems to work as long as I limit the size of the mesh to around 250x250. If I attempt to make a larger mesh,…
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I can't seem to generate PsuedoRandom numbers based on co-ordinates

I am trying to create an infinite map of 1 and 0's procedurally generated by PRNG but only storing a grid of 7x7 which is viewable. e.g. on the screen you will see a 7x7 grid which shows part of the map of 1's and 0's and when you push right it then…
Munkybunky
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Finite State Machine for Generating Names One Letter at a Time

I recall taking a class several years ago where I was given an interesting example of a finite state machine in which each state contained a letter and had multiple paths that led to other letters that generally followed them in a word. Some of the…
Patrick Roberts
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Hydraulic heightmap erosion creating diagonal artifacts instead of desired result

Using this PDF as a base to model my own algorithms, the geological/geothermal erosion in the paper works fine: kr=0.25 ke=0.8 ks=1.5 kc=0.1 for(i=0;i
Lucas F
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Procedural terrain generation not copying splatmaps

I'm developing a game that is using procedural terrain generation based on chunks using Unity. My terrain has to be splatmapped in runtime, so I've developed an algorithm to do that. I use "chunk" prefab, that is instantiated every time the world…
noisy cat
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Delaunay triangles point connectivity?

I was watching this video: Delaunay Triangulation and I want to use this to generate procedural content in the same way. I had a pretty hard time figuring out how to work with the DelaunayTriangulation class supplied by LibGDX but I guess I finally…
Madmenyo
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