Ok, I've read many threads around about procedural terrain generation with rivers and roads but they suggest approaches from zero to result.  I'd like to know if exists an algorithm to apply to an existing vertex structure which models it by adding rivers beds like cuts through the slope of a mountain for instance.  This approach should:   not work on heightmaps, since my terrain is not generated with heightmaps modify the surface with randomness according to the heights (river sources should be higher and the flow should descend) be as realistic as possible (like not too many circular paths)   I have no needs for speedy algorithms. would be enought to have a separated algorithm to modify the surface so that I am not forced to do all the work during the creation of the terrain.  I tagged this question with c# because this project is written in c# using xna4.0 and in the case that someone knows any algorithms in different languages, c# is preferred (ye, this is optimism)  By the way, I'm looking forward to see if someone knows anything that could fit these needs
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I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like Dwarf fortress with biomes created from meshing together various maps.  So first step has been done. Using the diamond-square algorithm I've created some nice hieghtmaps. Next step is I would like to add some water features and have them somewhat realistically generated with rainfall. I've read about a few different approaches such as starting at the high points of the map, and "stepping" down to the lowest neighboring point, pooling/eroding as it works its way down to sea level.  Are there any documented algorithms with this or are they more off the cuff?  Would love any advice/thoughts.
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I see minecraft seeds listed, and I started trying some of my own.  I have noticed using the same seed produces very similar styles of maps, i.e. start in a specific biome, very high mountains etc, but do they reproduce the maps exactly and you just spawn in the same place, or are they just a very specific set of rules for the area you first spawn?   If I have two maps of the same seed, and I walk 1000 blocks north, will the maps be identical/similar or totally random after the first spawn area?
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Ok so I have road and I would like to curve it smoothly without using arrays. I have it subdivided. Any ideas of how should I do it? Check the image below of my road and below that image you will see copy from internet of how I want it to look like:    Internet copy:    P.S. I forgot to say that I would like to do something so the road wouldn't have a lot of subdivision. What I mean is that I want it to be 1 solid road without any pieces that it is made up with. Because each time I upload it to software one of the faces goes invisible.
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What steps would be involved in constructing a destructible 2D landscape, like in Worms? Ideally, What are some ways that this process could be made efficient as possible?
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I am familliar with Blenders Cycle's Voronoi Texture and have fiddled with it for a while. I am trying to get a result that is not like Intensity or Cells, but more like cracks. I tried the node setup from Image 1, but it came to Image 2 (not good!). I would prefer something like in image 3. So basically what I am asking is:  Is it possible to create the result from Image 3 purely with nodes in Blender.  Image 1:    Image 2:    Image 3:
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I posted this question on stack overflow first, but I guess no one is very interested in video games there...  What are some path finding algorithms used in games of all types? (Of all types where characters move, anyway) Is Dijkstra's used a whole lot? I would think not, as it doesn't actually trace out the steps to take to get somewhere, right? If I'm understanding it right, it only determines which object is the closest. I'm not really looking to code anything; just doing some research, though if you paste pseudocode or something, that would be fine (I can understand Java and C++). I'm basically looking for a quick overview of path finding in general.  I know A* is like THE algorithm to use in 2D games. That's great and all, but what about 2D games that are not grid-based? Things like Age of Empires, or Link's Awakening. There aren't distinct square spaces to navigate to, so what do they do?  What do 3D games do? I've read this thingy , which I hear is a great authority on the subject, but it doesn't really explain HOW, once the meshes are set, the path finding is done. IF A* is what they use, then how is something like that done in a 3D environment? And how exactly do the splines work for rounding corners?
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I just started using Blender and I'm trying to cut a plane in equal squares and have each square be its own separate object. My main goal is create the plane and add a displace and decimate modifier to create a low poly terrain. By cutting the plane in equal squares I'll be able to tile them in a 3D maze game I'm working on. If anyone know a better way to approach this it would also be greatly appreciated.
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I'd like to create a smoother version of the navigable and quite natural-looking random tunnel found in .  It should ideally be...   infinite, so more can be generated as the player progresses; parametrised, allowing control of its thickness over time; made of smooth curves, not rectangles as in the above game; precomputable, as knowing its bounds in advance allows collision detection for e.g. positioning powerups inside the tunnel.   I'm looking for a generic method I could implement myself. Further parameters and optimizations are welcome.  Asking here was suggested . I think this fits in both places, as it's as much about the algorithm as about gamedev.
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After the DEM creation, I wanted to create slope layer.   However, the result has not satisfied me. I don't think the slope map is correct. Have you ever encountered false calculated terrain map?  This is the DEM:    And this is the slope layer.
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I am in the middle of a project which needs to have a river flowing in it. (You may be familiar with my recent questions; they are all related.) Just for reference and imagination, here's a preview of the setting where the river should go.   As you can see, what I need to accomplish is:  1) something like an "ever-flowing river". It shouldn't start flowing from some point and expand from there. The final render (it is for a video) should be continuous and seamless.  2) a "caged" river. You should see it flowing as if we took a slice of it, (just like with the rest of the terrain)  I've been looking for tutorials, but the ones I've found tend to cover typical fluid simulations, which I'm not so sure can help me. I think I may need something more simple. Something like a cloth waving (for now it doesn't need to be realistic).  I ran into , and I was hoping for some hints on how the creator did that, because I don't understand... I can tell he used code... Maybe some of you can give me a kind introduction to code in Blender aiming to generate this kind of river.  I'm not interested by now in making something as realistic or detailed as the video, but it happens to fits my 2 initial requirements.
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Is possible to place/spawn objects along curve with randomized scale and rotation? I'm looking for lazy way to create flowers and randomized procedural patterns. Thanks
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I am working on a game-engine and the time has come to model a simple map. I thought, since i already use blender for models, why not for the map, since creating a world-editor can be time-consuming. The problem is, my engine expects the world to be in quadratic chunks of equal size. I'd like to model the map as a big plane with structures on-top in Blender and afterwards, cut the whole scene with plane and structures in equal quads to export them individually. Is this possible?  Example:   I'd need the whole terrain-plane to get split at the red lines and the little house, so every part of the house is in the corresponding chunk when i export the chunks.  Alternatively, when i create multiple equal-sized quadratic planes, to somehow glue one edge of one plane to another edge of another plane, so i neither get holes in between, nor get overlapping faces?
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Is it possible to create a turret like mesh like this using the bottom mesh and an array modifier? I want to be able to easily change the height of the shown shingle siding pattern. What I am basically looking for is some way to offset the mesh in a similar way to an array modifier, but with a small rotation value.    This is similar to  but has some differences. That question wasn't exactly what I wanted.
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I'm not sure if this is even  path-finding. All I have is a 3D map that has hills, etc. I'd like the enemy to flock an object, but also walk around other objects. These blocking objects may be added after the path is calculated, which would cause a re-calculation of the path.  What algorithm am I looking at here?
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Help! How to make such material procedurally in cycles
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Does ArcGIS Desktop or any of its native extensions allow me to create DEMs from stereo pairs (acquired by satellite, )?  If the answer is a clear no, brownie points will go to an answer that proposes a viable alternative using OpenSource.
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I wanted to know whether there is a way to set the default amount of vertices of added geometry (Such as default circles and cylinders) ?  Changing the amount from 32 can get quite annoying as I am working quite a lot with subdivision modeling...