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 generation techniques?
What language/class of languages is best for procedural generation?
Can y...
I know how to draw basic objects using JOGL or LWJGL to connect to OpenGL. What I would like is something that can generate some kind of geometry for trees, similar to what SpeedTree is famous for. Obviously I don't expect the same quality as SpeedTree.
I want the trees to not look repetitive. Speed is not a concern, I do not expect to ...
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 system, and from that solar system, you can use jumpgates to travel to other solar systems...
I'm developing a procedurally-generated game world in Python. The structure of the world will be similar to the MUD/MUSH paradigm of rooms and exits arranged as a directed graph (rooms are nodes, exits are edges). (Note that this is not necessarily an acyclic graph, though I'm willing to consider acyclic solutions.)
To the world genera...
Hey Stack Overflow folks,
I am about to start a project for university to build a procedural city for a pre existing project.
I was wondering if any of you have had any experience coding L-Systems before and know a good place for me to start out. I have done a bit of work before using procedural methods and Perlin Noise and fBm so i get ...
Does anybody know how to or where I can find info related on how to do a procedural skydome? Any help is welcome.
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Greetings!
As part of Ruby learning, I am working on a project that involves procedural generation, namely terrain generation and such. It happens to be in Ruby, however after the long weeks of searching and experimenting I am turning to you lot with the question or, more accurately, a plea. This is a two-fold question.
Are there any ...
I am trying to procedurally generate point stars to create a starfield background for my game. I want to weight the color production based on an average star's real color. Can anyone point me in the direction of this sort of data?
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I'm using procedural techniques to generate graphics for a game I am writing.
To generate some woods I would like to scatter trees randomly within a regular hexagonal area centred at <0,0>.
What is the best way to generate these points in a uniform way?
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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 to a city-size area (or closer), but still have detail. I think I need to re-generate the...
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 kinds of sounds?
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I want to generate (an image of) a single branch of a tree (the "woody plant" kind). Maybe similar to this branch, or this one.
I need it to be interesting but simple, so just one branch, with a few turns, and only a few splits (where it changes from one limb into two). It should start with one fat branch and split off into a few thin b...
Every implementation I've come across of perlin noise generation has been for the generation of 2D terrain, etc. I cannot find a decent example of point to point lightning generation anywhere.
Are there many other forms of generating 'lightning'? I was told this is what I want. What algorithms exist for forked lightning, or 2D trees ...
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...
..........oooo.......oo..
.....ooooooo..........o..
.....oo..................
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Is it possible to create an infinite world, where the world is generated using an algorithms? Does XNA support vertex loading during runtime?
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