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TIGSource ForumsDeveloperDesignSo what can you procedurally generate?
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BomberTREE
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« on: May 28, 2015, 07:17:22 pm »

So what can you procedurally generate?



In 2008 there was a competition, in 2009 there was a thread..
Now in 2015 2016 2017  there's.. another thread!

--------------------
With procedural generation you can create content algorithmically rather than by hand,
which can be used to make games feel large and diverse each time you play. (among other things)

Some ways to get into generating your content:
                Cellular Automata  
beginner tut
Perlin Noise
Herringbone Wang Tiles
Depth First Search
Connected Modules
Robot Frog's Simple Heightmap Hand Thumbs Up Right
Voronoi
Electric Effect
BSP Dungeon Generation


A few cool games that make use of generated content:
Elder Scrolls: Daggerfall
Elder Scrolls: Arena
 Hand Point Left Dwarf Fortress Hand Point Right
Cataclysm DDA
No Man's Sky
Minecraft
Spelunky
Spore


Procedural Generation Resource Thread (technical):
http://forums.tigsource.com/index.php?topic=48415.0
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What have you worked on? Have any questions/comments? Feel free to add anything related  Smiley
« Last Edit: August 04, 2017, 10:18:57 am by BomberTREE » Logged

BomberTREE
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« Reply #1 on: May 30, 2015, 07:54:38 pm »

Right now I'm playing with fractional brownian motion in game maker.
I'm only drawing colors from the heightmap and messing with the noise frequency..
but the possibilities  Droop

« Last Edit: June 02, 2015, 03:51:41 am by Kitheif » Logged

Zanetski
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« Reply #2 on: May 31, 2015, 11:14:35 am »

There was a game I once abandoned because I couldn't figure out a way to procedurally generate the starting conditions. Turns out, the Herringbone Wang Tiles algorithm might've helped... Thanks for these links!

Having never played it, I didn't know Daggerfall was procgen. Was the entire game like that? Or just a particular system in the game?
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BomberTREE
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« Reply #3 on: May 31, 2015, 02:37:38 pm »

@Zanetski No problem man, and Daggerfall doesn't really procgen much during runtime but still has it's cities, dungeons, and sidequests built through algorithms. The main content was tweaked and polished by hand, while the rest remains generated and randomized off of the same seed so every player experiences the same sometimes un-escapable and broken dungeons, but there's so many that what's a few death traps going to change!
I believe Arena is setup in a similar way? (Though much less 3d focused)

For anybody who's looking for an easier terrain/island solution than perlin, check this out!
http://www.stuffwithstuff.com/robot-frog/3d/hills/index.html
« Last Edit: June 02, 2015, 03:50:19 am by Kitheif » Logged

BomberTREE
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« Reply #4 on: June 02, 2015, 03:51:21 am »


Customized robot-frogs height map algorithm and added some stuff  Hand Pencil
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Sik
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« Reply #5 on: June 02, 2015, 07:50:41 am »

The graphics (meshes and textures except the font) in this game:
http://sik.titandemo.de/.junk/Wheely.7z

Not fond of the ground meshes (I was being lazy with them) but everything else looks pretty neat (player, spikeballs, crystals, ramps, fences, bridges...).

Also Wine go home you're drunk:
https://twitter.com/Sikthehedgehog/status/605763374031314944
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gimymblert
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« Reply #6 on: June 02, 2015, 09:17:54 am »

is content only map?
« Last Edit: June 02, 2015, 09:27:41 am by Gimym JIMBERT » Logged

powly
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« Reply #7 on: June 02, 2015, 10:03:44 am »

Somewhat boring buildings

A fracture model (straight up voronoi) for said buildings


Also images via reaction-diffusion and fluid dynamics and stuff but not sure what's to be considered procedural generation.
« Last Edit: June 02, 2015, 10:09:16 am by powly » Logged
BomberTREE
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« Reply #8 on: June 02, 2015, 12:47:02 pm »

@Sik
It's cute but your depth sorting is currently busted.. I like the spike ball mesh!

is content only map?
Content (for this thread atleast) can be defined as anything that's specifically made to be in a game.

@powly
That frozen in time broken look is wild! Reaction diffusion and fluid dynamics ey? Could you explain that more?
Also if you textured those buildings right they would work well as structures in a shmup or retro sci-Fi helicopter simulator.
« Last Edit: June 02, 2015, 01:22:51 pm by Kitheif » Logged

Sik
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« Reply #9 on: June 03, 2015, 08:32:20 am »

@Sik
It's cute but your depth sorting is currently busted.. I like the spike ball mesh!

I guess AllegroGL doesn't like newer hardware then =/ (somebody will need to find a way to trick it into enabling the depth buffer)
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BomberTREE
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« Reply #10 on: June 05, 2015, 07:05:20 pm »

Yeah that's a bummer about the newer hardware problem Shrug
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gimymblert
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« Reply #11 on: June 05, 2015, 07:32:11 pm »

I made a resource thread about it
http://forums.tigsource.com/index.php?topic=48415.new#new
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Sik
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« Reply #12 on: June 05, 2015, 08:34:40 pm »

Yeah that's a bummer about the newer hardware problem Shrug

Is there any way to force depth buffer creation unconditionally? This is using the fixed pipeline so it should work. (shame I don't have the source code around here anymore or I'd just port it =P)
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BomberTREE
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« Reply #13 on: June 05, 2015, 09:19:54 pm »

LET'S GO!  Hand Thumbs Up Right

@Sik
I wouldn't know man, if I were you I'd ask for some advice in the technical thread  Smiley
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Sik
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« Reply #14 on: June 06, 2015, 07:11:12 am »

Eh, it's an ancient game by now anyway :v I bet anything using AllegroGL is busted by now (it's not like that library worked fine anyway, I know it had a tendency to crash on laptops of the time).
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Conker
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« Reply #15 on: June 06, 2015, 09:24:44 am »

For quite a while I was really interested in procedural generation. I'm not so much anymore but I taught myself very simple things like open rooms in dungeons etc

It's a fun system to work with imo
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BomberTREE
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« Reply #16 on: June 06, 2015, 01:52:53 pm »

@Sik
Start another game with uh.. Generated traps. Jeese imagine generating smart trap systems!

@Conker
That's how I learned too using tutorials on roguebasin. Terrain/level generation is really fun to me because you have the option of changing tilesets and bits to make the same layout feel completely different!

I'd really like to do something similar with my island generator, giving islands their own personalities and vegetation. But I wouldn't want to recreate the same old resource collecting gameplay that we're seeing here and there  Undecided
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« Reply #17 on: June 09, 2015, 05:59:53 am »

Very interessting. It's what I found most appealing when I played Minecraft. I couldn't imagine where to start. Thanks for this. Gentleman
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BomberTREE
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« Reply #18 on: June 10, 2015, 05:09:31 am »

Very interessting. It's what I found most appealing when I played Minecraft. I couldn't imagine where to start. Thanks for this. Gentleman
I'm glad to help, if you'd be interested in a beginners tutorial I could write one for Gml  Smiley
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melerski
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« Reply #19 on: June 10, 2015, 05:56:59 am »

Thanks alot for the offer! But I have very limited time, and it's not needed for what I'm working on now.
Maybe I'll come back to you some day.
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