Procedural Game Generation
This cluster revolves around discussions of procedural generation techniques for creating terrains, maps, cities, and worlds in video games, including algorithms like noise maps, examples from games such as Dwarf Fortress and Caves of Qud, and resources for implementation.
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I wonder if this could be used as a seed for videogame terrain-generator
Looks cool, was the terrain procedurally generated?
This is awesome! I wanted to do this for a procedural generation algorithm during a game jam but didn't have the time to figure it out.
How is it coded? Do you recommend any resources for learning about procedural generation of game worlds?
can this algorithm be run lazily? ie, can you continue to generate continuous terrain using this technique or do you need to generate the whole map ahead of time?
Procedurally-generated environments.
This is an awesome example of a procedural city generator. Care to share the algorithm?
The game Caves of Qud uses this to generate maps:https://www.youtube.com/watch?v=fnFj3dOKcIQ
Love this! Are you using Simplex noise maps for altitude, temperature, and humidity? What's the process like?
Recently found a similar game map generator:https://mode-vis.gumroad.com/l/IRzH