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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.

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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 ...
AuStephen's user avatar
1 vote
1 answer
178 views

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 ...
aymen ayoo's user avatar
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1 answer
305 views

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 ...
Roylat Gnail's user avatar
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1 answer
462 views

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 ...
Luther's user avatar
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2 answers
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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 ...
EnderShadow8's user avatar
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1 answer
877 views

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 ...
shriram's user avatar
1 vote
1 answer
2k views

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). ...
Rex's user avatar
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7 votes
2 answers
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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 ...
kei's user avatar
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1 answer
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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 ...
Mateo Pérez Murillo's user avatar
1 vote
3 answers
991 views

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 ...
Sofus Øvretveit's user avatar
1 vote
0 answers
67 views

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 ...
Aj Jones SlimSpydey's user avatar
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1 answer
2k views

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 ...
Nicolas Cailloux's user avatar
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2k views

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 ...
Robert Harbison's user avatar
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1 answer
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I am trying to create a grid. But the renderer only renders ONE cell of the grid. ...
Timo Müller's user avatar
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1 answer
2k views

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 ...
Nick's user avatar
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3 answers
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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 ...
GRASBOCK's user avatar
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2 votes
1 answer
330 views

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 ...
Random generalist's user avatar
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1 answer
274 views

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 ...
Random generalist's user avatar
1 vote
2 answers
1k views

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 ...
CMLSC's user avatar
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1 vote
1 answer
118 views

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 ...
Random generalist's user avatar
1 vote
2 answers
1k views

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 ...
Random generalist's user avatar
1 vote
1 answer
1k views

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 ...
user avatar
0 votes
1 answer
218 views

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 ...
k0602's user avatar
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5 votes
1 answer
2k views

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 ...
GR00G0's user avatar
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5 votes
6 answers
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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 ...
PSquall's user avatar
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1 vote
1 answer
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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 ...
φ Const. NET's user avatar
2 votes
2 answers
1k views

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 ...
AtomProgrammer's user avatar
1 vote
0 answers
790 views

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 ...
JacketPotatoeFan's user avatar
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1 answer
1k views

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 ...
GR00G0's user avatar
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2 votes
2 answers
14k views

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 ...
Alexander Ameye's user avatar
1 vote
1 answer
800 views

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 ...
Christoph's user avatar
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3 votes
1 answer
715 views

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 ...
eclmist's user avatar
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2 votes
1 answer
80 views

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 ...
newbie2015's user avatar
1 vote
0 answers
146 views

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 ...
user3834459's user avatar
0 votes
1 answer
652 views

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 ...
Charles Cox's user avatar
4 votes
1 answer
868 views

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 ...
fuchstraumer's user avatar
3 votes
2 answers
358 views

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.
Samy's user avatar
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2 votes
3 answers
868 views

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. ...
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1 answer
79 views

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 ...
Justin William Stanley Bryant's user avatar
0 votes
1 answer
1k views

(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 ...
Harry the hacker's user avatar
2 votes
1 answer
3k views

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 ...
rcpinto's user avatar
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7 votes
2 answers
2k views

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 ...
mbzdkc's user avatar
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2 votes
2 answers
1k views

How can I generate a linear gradient along a vector? Here is the function I'm looking for: ...
Dave3of5's user avatar
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4 votes
1 answer
1k views

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, ...
Ethan Bierlein's user avatar
0 votes
1 answer
620 views

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 ...
Aj Jones SlimSpydey's user avatar
4 votes
1 answer
2k views

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 ...
Slikey's user avatar
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7 votes
2 answers
4k views

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.
dotminic's user avatar
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4 votes
0 answers
3k views

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 ...
user2255273's user avatar
1 vote
0 answers
56 views

(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 ...
Sam Mounter's user avatar
2 votes
1 answer
395 views

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 ...
PearsonArtPhoto's user avatar