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I have a really weird issue with rendering chunks in my Godot 4 (4.3.1) world generation implementation, when zooming really close, some chunks start to disappear (but they are still 100% loaded, ...
unwritten_k's user avatar
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128 views

I am currently learning how to write shaders in Unity, as the Unity environemt is most comfortable for me to use. I want to create a procedural terrain, and currently trying to light it using ...
Kacper Kaliszczak's user avatar
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110 views

## Problem I’m trying to implement the diamond–square algorithm in Python with NumPy and Matplotlib to generate a fractal terrain heightmap. Instead of seeing hills and valleys, my output is just ...
Programmer's user avatar
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70 views

My question is... If we take, for example, a simple cube, I can make a model in Blender then use the Blend2Bam utility to convert it to a .bam, and import it into Panda3D... Or I can generate a cube ...
RasaCarta's user avatar
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So I am making a proceduraly generated dungeon, Ive got a algo that creates base of the dungeon out of cubes, it creates rooms, hallways and staircases. Once I had that I started to place prefabs on ...
najman's user avatar
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98 views

I want to check if a point Q is inside a circle (P1, P2, P3) but I'm having problems when the point is part of the circle because the last condition return it as false when it should be true, this is ...
marcosto 29's user avatar
1 vote
1 answer
78 views

I'm working on the procedural terrain generation for my tower defense game. I have created the generated mesh and it works with height variation etc, but I'm trying to procedurally generate the ...
1neWrld's user avatar
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1 answer
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I'm making a top down survival game and I have done a procedural world gen using noise2D (FastNoiseLite). The next step was to randomize the seed, but I can't figure out how to... Thanks I tried : @...
Dandy Wallaby's user avatar
1 vote
1 answer
90 views

When 2 or more players connect to each other, the trees are generated slightly differently for each player. I tried to add Network transform to the prefab tree, but it didn't help and it's still ...
Jonda_MC's user avatar
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47 views

I want to generate Simplex noise with a "bias" on lower values. The project I am using this for is intended to generate islands, but the islands are too close together and sometimes connect ...
ItsCre3per's user avatar
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0 answers
35 views

I've set a very simple procedural generation in C# for a Unity project consisting of two scripts: One (PlatformMove.cs) which moves the section each frame and deletes it when it hits a Trigger: public ...
Kiril Rusanov's user avatar
2 votes
1 answer
155 views

A Godot newbie here, so please be gentle. This short code snippet reveals my problem: I'm able to modify vertex colors of a mesh and present them just fine with a create_from_surface & ...
Samuli Viitasaari's user avatar
1 vote
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794 views

I am procedurally generating a maze with various sized objects and they need to be placed by the center position. In order to do that I need to get the dimensions to find the center because my ...
HalfWit's user avatar
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I don't understand why the triangles covering my mesh are twice too big Here's my blueprint main function calling the mesh and the triangle function: the mesh function which is supposed to work fine: ...
loic tonneau's user avatar
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224 views

I've been working on this Processing project for a couple days and have a couple questions. First I'll show you where I started and how I got to where I am. I first began by using a variation of the A*...
Logan 's user avatar
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I am using Minions Art grass system, I want to be able to call and regenerate the current mesh on line 301 from another script, I cant find a way to interact with anyhting on this script from another ...
HUGO DANIEL VALLADOLID DAUMAS's user avatar
2 votes
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96 views

I'm working on a solo game project that uses procedural generation to create maps (let's consider only one layer for now, which uses Cellular Automata). The map is 2D so I'm just modeling a layer as a ...
Supamiu's user avatar
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I am creating a top down game where the level is generated procedurally and one of the functions is generating objects (player, opponents, etc.). At this moment, one room with the player is generated ...
Rejwen's user avatar
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179 views

I've been working on my first game recently and have gotten to the part where I need to consider how I handle creating my game world and configuring how levels are even created. I've been thinking of ...
BedlessSleeper's user avatar
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2 answers
113 views

I am trying to use Perlin noise as a pattern for generating forests / clusters of 2D prefabs in unity, for my procedurally generated game. So my plan was to generate Perlin noise, and then use the ...
Tobias Thy's user avatar
-1 votes
1 answer
26 views

I have a start position and a end position. There needs to be a route from start to end. Obsticles can be anywhere and in anyconfiguration, but all the non obsticle tiles on the grid must be reachable ...
Marko Taht's user avatar
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-1 votes
1 answer
93 views

I'm trying to make random generation similar to a game called Spooky's Jumpscare Mansion in Unity but I have no idea how to do that. I want to make a script that randomly selects from a list of rooms ...
Smoothbrick578's user avatar
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1 answer
63 views

As the title says, I created a random walk position generator for our dungeon crawler game. But everytime i generate a room, there is still a duplicate position generated even though there is a ...
mpbstrd's user avatar
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1 vote
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150 views

I'm working on an implementation of the Marching Cubes algorithm in Unity. I just implemented smooth shading to my mesh and now I'm getting some weird lighting effects. I'm new to this algorithm and I ...
cooldev's user avatar
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178 views

I'm coding an implementation of Perlin Noise in C#. When I run the program it outputs this: Every cell individually looks alright but when compared to it's neighbours they don't match. (In some rare ...
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