Questions tagged [procedural-generation]

Programmatic generation of content (graphics, sounds, level-design,...) using random or pseudo-random processes, usually on the fly.

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How does one get started with procedural generation?

Procedural generation has been brought into the spotlight recently (by Spore, MMOs, etc), and it seems like an interesting/powerful programming technique. My questions are these: Do you know of any mid-sized projects that utilize procedural…
perimosocordiae
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Issues implementing the "Wave Collapse Function" algorithm in Python

In a nutshell: My implementation of the Wave Collapse Function algorithm in Python 2.7 is flawed but I'm unable to identify where the problem is located. I would need help to find out what I'm possibly missing or doing wrong. What is the Wave…
solub
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Mathematical question: procedural generation of a galaxy

I'm going to make a space/trading/combat game that is completely procedurally generated. But, I know that storing all of the details of the whole galaxy in memory is unfeasable. As a result, I've been think that I can use a seed to generate a solar…
Dove
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Optimizing numerical array performance in Haskell

I'm working on a terrain generation algorithm for a MineCraft-like world. Currently, I'm using simplex noise based on the implementation in the paper 'Simplex Noise Demystified' [PDF], since simplex noise is supposed to be faster and to have fewer…
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2D tile map generation

For a 2D tile engine I'm working on map generation algorithms. I tried heightmap generation : hill generation Perlin noise Diamond-square Suitable for tile maps that have a height component but I have sprites like grass, sea, desert and they…
Jack
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Random 2D Tile-Map Generating Algorithm

Can anyone tell me a way to generate island structures or hill structures like in minecraft? I'm just searching for a proper THEORY for that random-shape generating, but it should keep a defined base pattern.. like: islands schould be rounded but…
Ace
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Why does simplex noise seem to have *more* artifacts than classic Perlin noise?

I read Stefan Gustavson's excellent paper on simplex noise, in which I was promised that: Simplex noise has no noticeable directional artifacts in contrast with "classic" Perlin noise. I excitedly implemented it to find out that the opposite…
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JavaScript simplex / perlin noise

I'm trying to create a perlin / simplex / value noise function in JavaScript that will give results similar to the following: (Note: this image has already had a treshold applied. I want it without the treshold.) I've been looking all over the…
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Good way to procedurally generate a "blob" graphic in 2D

I'm looking to create a "blob" in a computationally fast manner. A blob here is defined as a collection of pixels that could be any shape, but all connected. Examples: .ooo.... ..oooo.. ....oo.. .oooooo. ..o..o.. ...ooooooooooooooooooo...…
Nektarios
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Procedurally Generate Low Poly Trees

I am looking for an algorithm or product that will generate low poly trees. Doesn't matter the language. I have searched all over and there are plenty of "tree generation" algorithms but they cater to more realistic looking trees not the opposite.…
utahwithak
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How is a 3d perlin noise function used to generate terrain?

I can wrap my head around using a 2D Perlin noise function to generate the height value but I don't understand why a 3D Perlin noise function would be used. In Notch's blog, he mentioned using a 3D Perlin noise function for the terrain generation on…
Xavier
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Procedural sound generation algorithms?

I'd like to be able to algorithmically create sounds (like monster growls, or distant thunder.) This isn't as widely covered on the net like more traditional procedural content (terrains, etc.) Any one have any algorithms on how to create these…
Jason
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Perlin Noise detail level. How to zoom in on a landscape?

I've written my own Perlin Noise implementation and it works well. I can 'zoom' in and out by changing the frequency, but as I zoom in the noise gets smoother and smoother. Assume I have a landscape that displays a continent. I want to zoom in down…
Jason
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Procedural Terrain with ridged fractal noise

I implemented bilinear interpolated white noise in order to procedurally generate terrain. I can obtain this kind of result: I would like to implement ridged fractal noise to get a more realistic terrain like: However I can't find a good tutorial…
JimZer
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Wrote some perlin noise kind of code, it looks blocky

The previous answered question doesn't seem to answer my problem "Blocky" Perlin noise I tried to simplify the most I could to make my code readable and understandable. I don't use the permutation table, instead I use the mt19937 generator. I use…
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