Skip to main content

Questions tagged [procedural-generation]

2 votes
1 answer
90 views

I'm trying to create an algorithmic, deterministic, static image generator based on magic the gathering. Essentially, I want to provide the generator with a seed id and colours to then have it output ...
Felix ZY's user avatar
  • 123
0 votes
1 answer
190 views

I am looking for code or pseudo-code for the generation of genus $k$ tori triangle meshes. I want to get something like in the image here. Book/paper references, code, github links, etc. are all ...
lightxbulb's user avatar
  • 2,711
1 vote
1 answer
83 views

Looking at the output of the angle of this double pendulum made me think this was a good candidate for generating realistic looking terrain profiles. I can't be the first to notice this so I was ...
AJP's user avatar
  • 83
1 vote
0 answers
135 views

I am experimenting with procedural meshes. Those are generated at runtime in a compute shader. I'm getting to the point where those geometries are big enough to require some sort of culling/LODing ...
Aulaulz's user avatar
  • 161
0 votes
0 answers
176 views

I want to generate a vector field animation similar to what is shown at 55s in this video, it looks a bit like wind in a grass/wheat field, I would like to know what kind of equation / noise generator ...
Pop Flamingo's user avatar
0 votes
0 answers
69 views

I wrote some code which basically computes the color value $c_{t+1,x,y}$ of a pixel at time $t+1$ and position $(x,y)$ by taking adding linear transformations of the values $c_{t,x,y}-c_{t-1,x,y}$, $...
fweth's user avatar
  • 127
0 votes
0 answers
77 views

This isn't coming from graphics but more from some simple synthetic data generation problem but I have a hunch there are tricks from landscape generation to use here. Consider the line (1d) for ...
safetyduck's user avatar
0 votes
1 answer
66 views

Seems like a simple problem, but I just cant wrap my head around it. I have a config file in which I declare a few functions. It looks like this: ...
Riki's user avatar
  • 111
3 votes
1 answer
213 views

I was wondering if anyone can point me in the direction of some research papers, or articles that describe a method for generating biological 3D models. I am drafting a prototype for a new game that ...
Daniel Cooke's user avatar
0 votes
0 answers
51 views

I am trying to create some procedurally created terrains for which i need to create noise maps. How do I create a texture of noise map in OpenGL and then pass that in my vertex shader as a heightMap? ...
Anon258's user avatar
0 votes
0 answers
81 views

I was looking for algorithms that quickly compute quite nice realistic, or not realistic, animated landscapes, in video format ("animated" = the camera moves, or the water is animated, etc.) But all I ...
JarsOfJam-Scheduler's user avatar
2 votes
0 answers
234 views

I'm curious if anyone has any insight into how one might procedurally generate 4D objects, as showcased in Miegakure (or the developer's other game, 4D Toys ). I built a program a while back to do ...
mike's user avatar
  • 121
4 votes
2 answers
511 views

I am trying to find (or maybe create) an algorithm for creating a smooth, rounded 3D mesh given a 2D outline. I'm trying to recreate a system from a Gamecube game called Amazing Island, and you can ...
hamulstdubbins's user avatar
4 votes
1 answer
160 views

In the above image, you can see that there is some slight variation of the height of each wood plank. These variations do NOT come from the wood texture itself, but from the way it was cut, i.e if a ...
Makogan's user avatar
  • 1,891
1 vote
1 answer
287 views

I'm looking for a code to generate organic 2d trees like thiskind of shapes Gerard Ferrandez has an example to generate some tree but not organic like the picture shape https://codepen.io/ge1doot/pen/...
s474966's user avatar
  • 11

15 30 50 per page