Questions tagged [procedural-generation]
Procedural generation is the construction of content based on algorithms and calculations rather than by hand.
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Obtaining randomGenerator's seed for Ender Crystal spike generation (pre-1.9)
I had an old world of mine that I wanted to re-create. I managed to obtain the world seed, so the Overworld and the Nether were ready, but the End not so much. Even though the island was generated ...
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Missing faces at ends of voxel chunks
I'm having problems generating faces in a chunk in OpenGL C++. For example, when I generate faces, they are generated correctly but always at the end of the chunks some faces are not generated.
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Why is my perlin-noise generated texture a uniform grey?
I'm following Brackeys' tutorial for perlin noise and i'm at the point where he's just done the offset thing but this whole time all that i'm seeing in my project is a plain gray square, no matter ...
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Connecting Isolated Paths in Randomly Generated Maps
I am new to game development, I previously created games using tiledmap editor and pygame, but manually creating map was real pain, so i begun to look how can i procedurally generate map, after ...
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Implementing Intersection Logic and Mesh Construction for Procedural Spline-Based Roads in Unity
I’m currently working on a project in Unity where I’m creating procedural roads based on splines. At present, the roads are implemented by extruding a 2D shape along a spline or a straight line, ...
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How do I connect city centers in a realistic way
I am making a FPS/RPG exploration game (first person shooter RPG, think first person Zelda with guns), and one of the main focuses is a large city.
Due to the fact that I am an indie dev, and don't ...
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How to generate a series of checkpoints randomly along a 2D line
I was wondering how I would go about generating a series of checkpoint gates along a 2D line in my game. A bit of background, my game is a 2D reinforcement learning car driving simulator, I have a ...
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How to optimize random path generation with checkpoints and collision detection
I'm looking for a way to generate a random path based on midi note onsets (timing points) for a simulation/game.
I will briefly explain how it works for context:
I'm working on a simulation type game ...
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How to make a 2D Procedural Track Generation Algorithm
I would like to create an algorithm that generates a random track that a car can race on.
How would I best go about such an algorithm? I will be using Unity 2D, but for my project I require using an ...
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How would you intentionally create overlapping rooms with procedural generation?
It seems like every procedural dungeon generation tutorial focuses on how to avoid overlapping rooms, so how would one go about intentionally overlapping those rooms instead, possibly treating the ...
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Making games for yourself with a story?
I want to develop games for myself. Sadly, I'm limited to making text-based things (though this does have some practical benefits). The biggest limitation though is none of my games can really have a '...
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Lifelike terrain generation
I am making a game, and I want to have life-like terrain generation. Some issues with procedural noise, and other algorithms like midpoint displacement is that some features of the land that they ...
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Terrain Determination in Perlin Noise Texture in Godot 4.2.1
For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
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triangle twice too big for mesh blueprint
I don't understand why the triangles covering my mesh are twice too big
Here's my blueprints
main function calling the mesh and the triangle function:
the mesh function which is supposed to work ...
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Help with making biomes and cities with procedural generation
I'm working on a game in Unreal Engine 5 with Blueprints and the Fast Noise plugin.
I've been having trouble getting the biomes and cities set up. I'm not fully sure how to make the biomes affect the ...