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Questions tagged [procedural-generation]

Procedural generation is the construction of content based on algorithms and calculations rather than by hand.

1 vote
2 answers
330 views

I'm trying to find an algorithm that does not require giving any form of credit to use (like perlin noise) and can be used for generating caves under a height map that can make holes in the terrains ...
Opengraphicspros12's user avatar
1 vote
0 answers
58 views

In my voxel engine, each chunk has a 3D-blocks array that measures 17 x 100 x 17. The width and length of chunk is 16 but I added a padding to the array to store block data of a neighboring chunk. ...
crunch toast's user avatar
2 votes
1 answer
155 views

I recently published a demo for my new, turn-based word puzzle, set in a fantasy world (called "Dragon Riddler" -- it's on Steam). The game loop is this: find the dragon's lair in a land ...
Wabbitseason's user avatar
1 vote
0 answers
130 views

I'm new to games, but I'm quite aware of the logic behind building games. I have an idea for the game, but already at the stage of the idea and thinking over the mechanic. I understand that the game ...
Сергей Иванов's user avatar
1 vote
2 answers
273 views

I'm working on an open-world game and exploring procedural generation to design dynamic quests. The goal is to make quests feel connected and impactful, rather than randomly generated or repetitive. ...
ZOMBIE_JERKY's user avatar
1 vote
1 answer
162 views

First please excuse my English, it's not my first language! I'm trying to process an existing image to create a game map, to be clear, this is not a procedurally-generated image. However, I would like ...
ma1169's user avatar
  • 153
1 vote
0 answers
120 views

I am creating a 2D procedural terrain using many Tile GameObjects. To make this infinite (and more performant), I dynamically load and unload chunks based on the players position and a variable ...
Pow's user avatar
  • 449
3 votes
0 answers
135 views

I’ve played The Last Campfire recently and got really inspired by it, so I’m trying to recreate some scenes from the game just to improve my 3D art skills. But there’s one thing that I’m a bit lost. ...
GrandMagus's user avatar
0 votes
0 answers
91 views

I'm planning to make a procedural level generator and I think I will need some sort of abstraction of a level in 2D. I thought that levels could be abstracted to lines (platforms) and arcs (jumps) and ...
Nathan Francisco-Ribeiro's user avatar
0 votes
0 answers
59 views

I am making a 2d rpg game that uses tiles to store the terrain data. Also the map is procedural generated infinite world type. I saw an approach called clipmaps to ...
Syntax Error12's user avatar
0 votes
0 answers
150 views

I generate a mesh from a 3D perlin noise function, the goal now is to add a 2d perlin noise to the surface of the 3d mesh. My issue is ensuring continuity in the noise and taking the x, y and z ...
Samuel Fyckes's user avatar
1 vote
1 answer
335 views

First of all, I have already discovered these questions and their answers: Road / river generation on 2d grid map Algorithms for rainfall + river creation in procedurally generated terrain Generating ...
Steyrix's user avatar
  • 279
0 votes
1 answer
343 views

I am exporting my Unity terrain to a mesh. Because the terrain is big, I also split it into multiple chunks. Moreover, I also generate chunk LODs. I enable a certain chunk LOD in-game based on the ...
UnknownUser's user avatar
3 votes
2 answers
189 views

I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion. Every tile in ...
user avatar
0 votes
1 answer
138 views

I'm trying to create procedurally generated terrain, it works but it just uses simple textures. The lower area below sea level I want to add a water material instead of a simple texture. How can I ...
Jason Crosby's user avatar

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