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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
321 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
2 votes
1 answer
154 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
2 answers
268 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
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
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
145 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
0 votes
1 answer
334 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
0 votes
1 answer
134 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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