Questions tagged [procedural-generation]

Procedural generation is the construction of content based on algorithms and calculations rather than by hand.

Often synonymous with "random generation", procedural generation is the usage of calculations and algorithms to create content, rather than referring to preset data.

The typical reason is to generate content mid-gameplay, which makes for a more unpredictable and unique experience in multiple playthroughs.
It is sometimes used in order to reduce the fill size of the game, especially during ages when memory constraints were higher, and there wasn't enough memory space to store pre-made levels and artworks.

Common elements that are subject to procedural generation in games include item attributes, enemy abilities, and level layouts.

Procedural generation specifically refers to the usage of algorithms to generate content, it is not necessary to be random. Pseudo-random generators with fixed seeds can be considered procedural generation despite producing identical results.

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What are some ideal algorithms for Rogue-like 2D dungeon generation?

What are some good resources regarding procedural content generation in the context of dungeon generation? Closest article I could find was Algorithm for generating a 2d maze, which isn't quite what I'm looking for. Features, such as rooms and…
Gabriel Isenberg
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How do games like Minecraft generate entire worlds from a seed number?

I want to generate a completely unique world with biomes (like what Minecraft and similar games do). I don't understand how they generate these entire worlds from a single "seed" number. Can someone provide a basic overview of the technique?
Matt Bettinson
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How to generate a city street network?

I would like to create a city generator for a game, but I am facing a problem at the very start of the generation: the road system. As it is a medieval world, I don't want a grid plan like many modern cities. I would ideally prefer a pseudo-random…
Aracthor
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Dungeon Generation with no corridors and room dependencies

I'm making a game with a procedurally generated world created at the beginning of the game, consisting of several areas represented by grids (say, 8x8, 9x6, the sizes would ideally be arbitrary). These areas are supposed to be connected to each…
Joana Almeida
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Procedural generation of semi-correct planetary systems

So there are lots of resources you can find via Google or using the search here on how to procedural generate a whole galaxy. But I couldn't find any good resource on how to generate planetary systems that follow these criteria: The systems don't…
floriank
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Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?

Is it possible to get a hive-like structure, connecting all the rooms without having too many corridors? (Too many being 3-4+ corridors coming from a single room) Below is the output of how my rooms look, basically they randomly placed. What I'm…
Blenderer
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Town generation algorithms

In this RPG.SE post a long-lost page with several online generators is mentioned. I'm particularly curious about the way towns were generated. Take this image for example: Although a lot of things could be improved graphics-wise, it was very good…
Roflo
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How would I go about generating a star map?

Im trying to generate a star map. My try would be: Have a width and height for the map. Place points (stars) randomly across the area of width and height. A simple approach, but it has the problem of randomly placing stars extremely close to each…
zebleckDAMM
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Procedural Generation, Game Updates, & Butterfly Effect

NOTE: I asked this on Stack Overflow a few days ago but had very few views and no response. Figured I should ask on gamdev.stackexchange instead. This is a general question / request for advice on maintaining a procedural generation system through…
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procedural generation - deterministic or not? (No man's sky)

Here is a link of Sean Murray talking about the game No Man's Sky: https://www.youtube.com/watch?v=h-kifCYToAU Starting at around 4:00 in the video, he is talking about how the environment is procedurally generated. At first, I thought it meant that…
A. Sallai
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Where can I find code examples of different variations of Perlin noise?

I have seen the PCG wiki, and it is a great resource. But a lot of the articles are very brief and it is hard to find good links on specific things. I have been searching for ways to transform my Perlin noise height maps to make ridges, rivers, and…
BarakatX2
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Procedural generation of seabeds / underwater terrain

There are a lot of resources available for procedural content generation when it comes to terrain, which is above sea-level. For a naval simulation, I now need to procedural generate terrain below sea-level. My first idea was to just use standard…
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How does Terraria generate such large worlds initially?

I understand how large worlds can be rendered and drawn efficiently by splitting things into chunks, but as I understand it Terraria generates the entire world when you first create it. The largest world size available in Terraria is 8400 x 2400…
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How to automatically generate (creative) names for stuff?

How can I get large number (100-1000-10 000) of names, that are at most average hard to spell for things like places, weapons (and NPCs). Have a look at TES4 Oblivion or TES% Skyrim. http://www.uesp.net/wiki/Oblivion:Places Yes, I understand, that…
spam
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Working with 3D Noise

I am using a simplex 2D noise to generate my worlds so far. This however was never the plan and has the downside that I basically can only generate a heightmap. Instead I want to aim for floating islands scattered in the sky, but I fail to see how…
Armin Ronacher
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