Questions tagged [procedural-generation]
Procedural generation is the construction of content based on algorithms and calculations rather than by hand.
786 questions
1 vote
2 answers
321 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 ...
2 votes
1 answer
154 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
2 answers
268 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
0 answers
120 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 ...
0 votes
0 answers
91 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
145 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
334 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 ...
0 votes
1 answer
134 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 ...