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Questions tagged [procedural-generation]

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

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173 views

Simplest free algorithm for generating caves and ore in 3D voxel game

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 ...
1 vote
0 answers
48 views

How to Access Neighbor Chunk Block Data

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. ...
2 votes
1 answer
140 views

Proc-gen, turn-based game demo with level limit. Should it offer daily challenges instead of preset seeds?

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 ...
1 vote
0 answers
110 views

The game world is like a planet [closed]

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 ...
1 vote
2 answers
183 views

How can procedural generation be used to create meaningful quest structures in open-world games?

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. ...
1 vote
1 answer
140 views

Processing an image of land and water into a stylized map

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 ...
1 vote
0 answers
84 views

Creating a large number of GameObjects asynchronously

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 ...
3 votes
0 answers
114 views

How to achieve a procedural/modular dirt path like those in The Last Campfire?

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. ...
0 votes
0 answers
79 views

Using line and arc abstractions for building a platformer generator

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 ...
0 votes
0 answers
50 views

What are some different ways that tiles are stored in a game during runtime

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 ...
0 votes
0 answers
121 views

How to calculate 2D perlin noise for a procedural 3D surface?

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 ...
0 votes
1 answer
292 views

Understanding polygonal approach for procedural generation of roads and rivers

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 ...
0 votes
1 answer
272 views

How to join skirt to LOD terrain mesh chunk to ensure it matches at seams?

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 ...
3 votes
2 answers
155 views

How to make a digger-like procedurally generated maze that can be queried at coordinates without having to generate?

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 ...
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0 votes
1 answer
117 views

How to add water material below sea level in procedural terrain?

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 ...

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