Questions tagged [procedural]
Information that is generated by an algorithm/procedure. This is often used in contrast to recorded information. Examples are sounds that are generated by the oscillators of a synthesizer in contrast to sounds recorded by a sampler and just played back, and an image generated by a noise algorithm in a 3D-program in contrast to a digital photograph of clouds.
94 questions
1
vote
1
answer
171
views
Understanding the math behind procedural aiming animation
I'm creating a procedural aiming animation system in UE5 as a learning experiment.
In order to position the hand for aiming down sights, I'm using a forward vector from player camera to project out a ...
1
vote
1
answer
178
views
What is wrong with my animation retargeting algorithm?
Animation retargeting (also called motion retargeting) is the transfer of movement from one character to another in animation (i.e. from one skeleton to another), allowing the reuse of animation on ...
0
votes
1
answer
305
views
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 ...
0
votes
1
answer
462
views
Efficient procedural, instanced mesh rendering in Unreal using structured buffers
I need to render some procedural, instanced data in unreal. I have a mesh and a structured buffer (if that parlance is unknown in unreal land - a big GPU buffer of arbitrary data) full of instance ...
0
votes
2
answers
1k
views
How can I increase the amount of peaks in Perlin noise without decreasing sampling frequency?
I'm generating my game's map using Perlin noise. It's an infinite 2D world with terrain data loaded on demand. I'm using Perlin noise to generate terrain. However, I've noticed that the Perlin noise ...
0
votes
1
answer
877
views
How can I spawn and unspawn chunks of tiles while the player moves through an infinite game world?
I have a procedural generated 100x100 land. I want to spawn it infinitely as the player moves on the horizontal axis, and also disappear if the player is too far. The way I generated the land is a bit ...
1
vote
1
answer
2k
views
How to make many perlin noise function match
I am trying to create procedural terrain using Perlin noise here is what I have so far:
I create "Chunks" of a fixed size using a Perlin noise function, each chunk is a flat mesh (like a plane).
...
7
votes
2
answers
2k
views
Mapping noise to sphere surface
I'm attempting to create a sphere with terrain (aka planet). I managed to procedurally create an icosahedron, and I am able to subdivide it (yay), but now I'm stuck on terrain.
My current idea was to ...
1
vote
1
answer
1k
views
How to add noise into a texture?
I'm working on a Heat Map generated from Perlin Noise. So far I've got 2 different outputs. Let's go step by step:
The result should be something like this:
This is the Perlin Noise I've got, easy ...
1
vote
3
answers
991
views
How can I create procedurally placed points in an infinite world?
My issue is that I need to create consistently placed points in an open world. This means that optimally, I would have some function that takes an area as an input and outputs all the points that ...
1
vote
0
answers
67
views
Collision Checking in Unity immediately after instantiation
I'm working on a dungeon generation script and I'm having some issues detecting overlap. Each piece that I spawn has attachment points, with rotation values and an offset amount so things lineup ...
0
votes
1
answer
2k
views
Unity: Change the type of a Texture2D to "Normal map" through script
I am making procedural terrains through c# script, and while I achieve to produce a texture, a heightmap and a normalmap to Texture2D, it seems they are not being ...
0
votes
1
answer
2k
views
How to use grammars for procedural generation?
I am working on a system to procedural generate a house using this article. I am trying to understand how grammars work and are made I have found very little information on the topic online. From my ...
1
vote
1
answer
46
views
Preparing A Grid in Unity (Procedurally)
I am trying to create a grid. But the renderer only renders ONE cell of the grid.
...
1
vote
1
answer
2k
views
Unity block chunk generation pattern
I am trying to do something like Minecraft game in Unity. Currently I am trying to generate a chunk of blocks, given dimensions. I can successfully create a chunk of N x 0 x 0 sized chunk, but due to ...
1
vote
3
answers
243
views
How do i retrieve individual Tile Information from a tilebased procedural World fast?
I am concerned about performance with my current setup; as I want to expand on it i need to figure out if I might need to change it.
Current Setup:
The Game/Prototype is similar to Dwarf Fortress or ...
2
votes
1
answer
330
views
Redistributing sprites in procedural generation according to player movement
I am making space arcade with procedurally generated background consisted of nebulas and stars sprites, which spawn on Awake() in certain borders around player.
Mobile phones have limited capacity so ...
0
votes
1
answer
274
views
Procedural generation background works with one type of prefab and doesn't work with another
I have background generation script with 2 arrays. One contains stars prefabs with sprites and another contains nebulas prefabs with sprites. Both have identical types of variables as generating ...
1
vote
2
answers
1k
views
Procedural dungeon algorithms for a more open dungeon
I'm working on a game that I want dungeon generating in, but I plan on having ranged weapons in it, so I want it a bit more open. I'd like to avoid corridors and I don't want to use a grid of custom ...
1
vote
1
answer
118
views
Prioritizing prefabs in array for procedural generation
I am trying to create procedural space background with a bunch of sprites of nebulas and stars. I have made few prefabs with different types of sprites attached to them. I have created an array ...
1
vote
2
answers
1k
views
Background generation with sprites in 2D dimension in Unity
I am making 2D game with Unity. I want to create a procedurally generated background with a bunch of sprites (space background, I have sprites of nebulas and stars). I want some area around the player ...
1
vote
1
answer
1k
views
Use heightmaps or direct vertex manipulation for runtime terrain editing in UE4?
I am creating a terrain editor and creator for in our game, in which we should be able to create hills and dales, create different shapes(forms) in the terrain etc. I came up with 2 approaches on ...
0
votes
1
answer
218
views
Determine terrain type and worldobject placement techniques
I'm currently researching the techniques of generating a procedural map. I've already found some methods regarding the mesh generation (e.g. variations of noise like perlin, simplex and cell, midpoint ...
5
votes
1
answer
2k
views
Quad sphere subdivision algorithm
I like to generate some planets like Kerbal Space Program does. By some videos of the developers I know that they use a quadsphere, which consists of six “entities” as a minimum. These are all plane ...
5
votes
6
answers
1k
views
Make a place or city feel crowded in procedural generated worlds
I have thought about this while thinking about a game concept, but it should be applicable to many game types.
Imagine an RPG or something else with an open-world. Normally you would want to populate ...
1
vote
1
answer
120
views
Procedural terrain generation zooming principle
I am asking myself how to solve the granularity of terrain by zooming into it.
My idea is to create very first just a square represented by four vertices and 6 indices.
By zooming in the square is ...
2
votes
2
answers
1k
views
Voxel Game - High Memory and CPU Usage
I am currently developing a voxel game and I had recently noticed that the game from startup is at around 2GB of memory. Currently I am rendering 14 x 14 chunks as shown:
I did a profile on the game ...
1
vote
0
answers
790
views
Blending between 2 cube maps using the procedural skybox shader
I want to create a day night cycle using the procedural skybox shader. The shader doesn't have options to do any blending between cube maps.
I want to be able to set a cloud cube map and a night ...
0
votes
1
answer
1k
views
Generation of a moon terrain
I am making a small game like Kerbal Space Program. What I do is when I am over a certain height, I render the planet or moon as a sphere. Each planet or moon will have a generation seed to generate ...
2
votes
2
answers
14k
views
Generating a UV map for a procedural mesh
I have created a procedural low poly rock mesh and now I would like to apply textures on it.
I have the 3D-coordinates of every vertex of the mesh but that's about it. How would I automatically ...
1
vote
1
answer
800
views
Batch/Combine multiple Graphics.DrawProcedural-Calls in Unity
I have multiple calls to Graphics.DrawProcedural in my Unity-project.
E.g. I'm drawing 1000 procedural geometries that share the same material and get their ...
3
votes
1
answer
715
views
Volume preserving procedural mesh deformation
I'm having difficulties trying to create a procedural mesh that deforms on impact. The deformation is meant to look and feel like metal when it is being forged. Since this is less of an aesthetic ...
2
votes
1
answer
80
views
procedurally combine a main character with weapons during animations
I need to find a way to programmatically place weapons for main character in right position of his body.
For example if I am using UMA to procedurally create humans and then use some pre-existing ...
1
vote
0
answers
146
views
Speed of procedural geometries
I'm evaluating solutions for creating a VR videogame that should run on cellphones. The assets will be streamed from our servers and that could be a problem on limited capabilities devices.
Since the ...
0
votes
1
answer
652
views
Create Bezier curves with random heights that connect
In unity, I am trying to create several curved platforms that connect using bezier curves, however I am having issues. I understand the basics of genertating a bezier curve and I have something ...
4
votes
1
answer
868
views
How could I render a star like those in Elite Dangerous - coronas and some sort of 3D "plasma" effect on the surface?
Lets assume I wish to render a large, 3D, star object in a game engine using OpenGL. I can use a few different meshing methods: this includes mapping a cube to a sphere (with better subdivision to ...
3
votes
2
answers
358
views
Does anyone know what terrain generation algorithm is used here?
Does anyone know what this terrain generation algorithm is called? I saw it in two places. One was on YouTube, and the other, on Wikimedia.
2
votes
3
answers
868
views
How can I reduce the sharpness of my generated terrain?
I am trying to generate a random low poly terrain for a 3D demo. I am using Perlin noise to generate the heights and then generate the 3D mesh, but the terrain generated is too sharp and unrealistic. ...
0
votes
1
answer
79
views
Adding mesh's\objects to procedural isosurface terrain
Thanks again for reading!
So following on from my last question, I have my fully working isosurface terrain and now its time to add my trees and grass and whatever to the world.
The old way I was ...
0
votes
1
answer
1k
views
What algorithm to use for random terrain? [closed]
(Please note, I am aware that the generation is not truly random and relies on mathematical equations, and that my language of choice is C++)
So I've been learning programming for a while now and I'm ...
2
votes
1
answer
3k
views
Are there any methods for generating rivers on-demand with Perlin/Simplex noise?
I'm aware of many methods for procedurally generating rivers, but they require an entire heightmap beforehand in order to work. For instance, they may require to find a high position on the map and ...
7
votes
2
answers
2k
views
Mesh generation for procedural city generator
I have a programming problem relating to mesh generation for city grids. I've recently created a city grid generator and I've come as far as being able to reliably generate the road mesh for the grid ...
2
votes
2
answers
1k
views
Linear Gradient with angle formula
How can I generate a linear gradient along a vector?
Here is the function I'm looking for:
...
4
votes
1
answer
1k
views
How do I perform interpolation between noise values sampled at a lower resolution?
I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
0
votes
1
answer
620
views
Mesh Chunk Combining and Extruding
So I'm working on a proceduraly generated level, that is composed of multiple chunks, so you don't go over the maximum amount of verts allowed in Unity Meshes.
Another function is the ability to ...
4
votes
1
answer
2k
views
Procedural generation of evenly distributed random points (2d)
I am coming here because I've have a performance problem with my current implementation of an algorithm. I am the idea of Voronoi diagrams to distribute patches on an infinte 2d layer.
For a Voronoi ...
7
votes
2
answers
4k
views
Procedural rock algorithm
I'm looking to create some procedural low poly rocks and boulders for a game.
I haven't found much interesting information on the internet other than 3D software articles. Not sure what way to go.
4
votes
0
answers
3k
views
Procedural Islands Voronoi Pattern
I'm trying to keep this as simple as possible, as I've found out the last few days this is a very difficult topic. I'd like to generate multiple flat islands, formed by a voronoi diagram. I've ...
1
vote
0
answers
56
views
Maya users; how can I create my own particle emitter in Maya?
(Originally posted in the Programmers Stack Exchange, but was told to ask here instead. Whoops.)
Before you answer this with "well, use the built-in particle emitter", read further.
For one of my ...
2
votes
1
answer
395
views
Unity procedural textures
I'm wanting to have an object that does random animation in Unity, within the object. Basically, I want a floor that has lights that go through it. I'm trying to figure out exactly what is the best ...