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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsBraving Procedural Generation
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David Pittman
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« Reply #420 on: June 30, 2012, 10:01:22 AM »

It is in fact meant to be a post-apocalyptic world!

I'm not satisfied with the floorplans yet. Mostly, it's the halls: the random halls sticking far out of buildings, the rooms with many parallel halls between them, the odd places where floating halls connect to nothing... But getting some rooms that weren't all consistently partitioned along the same lines would be nice too. The regularity of it isn't quite so apparent when playing the game, but it still bugs me.
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w01fram
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« Reply #421 on: August 04, 2012, 02:45:57 PM »

I started playing with some of the examples listed here... i absolutely love this post!!

The following results are from an algorithm that attempts at generating mountains with a simple height-map. It starts off by defining a highest peak and a few random child peaks. Then it builds outwards. I'm trying to refine the search outwards to make it less circular looking.




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tomnullpointer
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« Reply #422 on: August 06, 2012, 12:33:10 PM »

Hi Guys,
I posted a link in the announcement threads about a new game/procedural tech demo thing I've finished, thought id crosspost here since its related.

http://forums.tigsource.com/index.php?topic=27783.0
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vittorioromeo
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« Reply #423 on: August 23, 2012, 01:47:21 PM »

I'm back with a new blog post.

This time it is about 2d procedurally generated worlds.

To stay in line with my previous posts, it follows my experiences with this subject, starting from my first rudimentary tests, followed with more complex generation algorithms using pathfinding, to my VeeGen library, which is currently available on my GitHub page.

The blog post is filled with videos and pictures.

Check it out:
http://veegamedev.wordpress.com/2012/08/23/2d-procedural-world-generation/
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EdgeOfProphecy
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« Reply #424 on: August 23, 2012, 06:06:09 PM »

I started playing with some of the examples listed here... i absolutely love this post!!

The following results are from an algorithm that attempts at generating mountains with a simple height-map. It starts off by defining a highest peak and a few random child peaks. Then it builds outwards. I'm trying to refine the search outwards to make it less circular looking.





Mountains...or tree stumps viewed from above?
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zalzane
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« Reply #425 on: August 30, 2012, 04:03:37 PM »

I started playing with some of the examples listed here... i absolutely love this post!!

The following results are from an algorithm that attempts at generating mountains with a simple height-map. It starts off by defining a highest peak and a few random child peaks. Then it builds outwards. I'm trying to refine the search outwards to make it less circular looking.

If you really want some impressive mountains, I suggest a ridged multifractal approach. 8 octaves of that stuff produces some very very nice mountains.

Here's an example of an 8 octave mountain range.

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zalzane
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« Reply #426 on: August 30, 2012, 04:08:52 PM »

Last Sunday, I wrote a post on procedural terrain generation for my action Roguelike game. http://www.dphrygian.com/wordpress/?p=9

It's similar to the approach described in this article from earlier in the procgen thread (http://accidentalnoise.sourceforge.net/minecraftworlds.html) but I hope the way I'm combining Boolean masks to generate buildings might be interesting to someone. It's quite different from the usual dungeon generators because of being constrained to a single pass.

Shortly after writing the post, I updated the procgen graph to use cellular (Worley/Voronoi) noise to create regularly spaced streets at odd angles.


If you'd be interested in a more natural approach to road generation for more realistic road networks, I highly suggest you take a look at this paper published by Northwestern University.
http://ccl.northwestern.edu/papers/ProceduralCityMod.pdf
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simonheartscake
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« Reply #427 on: October 06, 2012, 03:57:17 AM »

site seems down Sad
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zalzane
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« Reply #428 on: October 06, 2012, 09:43:53 AM »

site seems down Sad

If you mean the site for the paper I linked, it seems to be up from my connection.
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Serk
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« Reply #429 on: October 06, 2012, 10:49:32 AM »

I've been playing with procedural generation for my game and getting some results:



The generation process is a combination of some of the techniques I've been researching online, plus lots of trial & error and fine-tuning of parameters:

Step 0:
First, I generate the largest rooms (usually 1 or 2, or none). These rooms are meant to act as landmarks and help the players to remember the level. I plan to support several room painting algorithms (for now, just 2 varieties). Here you can see a room generated by painting an overlapping set of rectangles.


Step 1:
Here I generate the medium and small rooms, trying to pack as many as possible. I visit every odd-column cell in the map and do a random check. If it passes, I try to paint a room. If I can't (there is another room, a blocked cell, etc...) I move on. The process is repeated for each odd-row.


Step 2:
In order to connect the rooms, I take a random cell from each one. I then compute the delaunay triangulation of that set of points. That gives me a nice set of edges connecting each room to all its neighbours. I then take the minimum spanning tree of that triangulation to get the shortest set of edges that would connect all the rooms. I use that as my starting graph, so that I can be sure no room will be left unconnected. I then add some of the other edges from the triangulation to improve connectivity (I try to aim at each room having 2-3 connections)

The result of that is a final connectivity graph that I will use to build the tunnels, but that is also useful to have for gameplay reasons (placing objects of interest, starting and ending points, enemies, and so on...)


Step 3:
I paint the tunnels between rooms following the connectivity graph, with the A* algorithm. The cells forming the perimeter around each room have a higher cost to traverse, to avoid the tunnels "wrapping" around the rooms. I also penalize changing directions. In the future (if I have the time), I want to add a rock density layer (generated with Perlin noise) to determine the cost of traversing each cell and simulate clusters of hard rock that the corridors have to surround.



I also use masks to block entire regions of the map. By playing with these, I can output levels with different shapes (box, cross, T-shaped, etc...). These are very straighforward, the generator just chooses amongst a predefined set of masks, but they can have quite an impact over the final result:



Overall, I still have a lot of work to do: new room painting algorithms such as roundish rooms, BSP, caverns.., room texturing and styling, and don't get me started on prop and enemy placement, but I'm enjoying every minute Grin
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sublinimal
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« Reply #430 on: October 06, 2012, 03:21:52 PM »

http://jeremykun.wordpress.com/2012/07/29/the-cellular-automaton-method-for-cave-generation/
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Ashkin
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« Reply #431 on: October 06, 2012, 03:45:09 PM »

@Serk That generation is pretty nifty- I like the idea of using masks.
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st33d
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« Reply #432 on: October 07, 2012, 02:13:11 PM »

I quite like the idea of Great Halls. It's more in keeping with standard architecture. I think I'll implement this myself.

Another good addition would be Hubs. A room with forced extra connections to other rooms - like a hotel hallway. It could create more prison like structures because of the numerous links to nearby rooms.
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DeadPixel
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« Reply #433 on: October 09, 2012, 06:22:45 AM »

I finally got around to implementing the herringbone Wang tile method to good results.

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pluckyporcupine
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« Reply #434 on: October 12, 2012, 06:50:32 PM »

Does anyone have a backup of Chevy's tutorials or another tutorial that includes the code and isn't just a basic explanation of how their method works?

I'm trying to get into procgen again, and it's quite confusing since I don't have much experience with it. Seeing code on its own isn't doing much good since I just don't understand how these seemingly basic calculations become procedurally generated levels/worlds/terrain/etc.
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st33d
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« Reply #435 on: October 13, 2012, 09:30:47 AM »

Send him a message or tweet, he may not have checked in here for a while.

You could also look at Jared Tarbell's sites:

http://levitated.net/daily/index.html

http://www.complexification.net/gallery/

Lots of open source generative art that has very simple code that produces great complexity. There's links to the source code for almost all of them.
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ChevyRay
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« Reply #436 on: October 17, 2012, 10:16:46 AM »

I don't have a backup of them, I know some people do, though. I wouldn't recommend using them even if you could get your hands on the source, though, as it's all pretty badly dated.
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w01fram
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« Reply #437 on: October 30, 2012, 02:30:47 PM »

Mountains...or tree stumps viewed from above?
Mountains, what looks like tree-rings is actually elevation
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JMickle
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« Reply #438 on: July 02, 2013, 04:52:14 AM »

Someone asked about procedural generation in one of my games, so I wrote a quick rundown on how it worked, if this helps anyone: http://jmickle.tumblr.com/post/54424748622/can-i-have-the-source-for-floater-im-very-new-to
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BleakProspects
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« Reply #439 on: July 02, 2013, 01:23:12 PM »

Some randomly seeded biRRTs exploring perlin noise:



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