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Questions about Procedural Level Generation

Hello all! I have come to the realization that I am not a team of a thousand therefore, I’ve been thinking about using procedural level generation to create maps during or before run time.

  • How has everyone been going about it around here?
  • What resources do you recommend for learning about this and what algorithms to use?
  • I plan on using modular assets with it. (for example, different parts can be combined to create a hall with doors: hall_standard->hall_standard->hall_standard_withdoor->hall_standard->hall_standard) What technique is best for something like this?

Thanks! :slight_smile:

It’s going to depend greatly on what you’re actually doing. For instance with the UE4 Kite demo, the vegetation is proceduraly, it automatically populates based off texture maps and material settings.

Epic talked about procedural buildings a few years ago

http://twvideo01.ubm-us.net/o1/vault/gdc10/slides/Golding_James_BuildingBlocks.pdf

Thanks for the replies guys! That PDF was very interesting. It will definitely help me out. :slight_smile: Though, one thing that I’ve always wondered about is how Daylight’s level generation works. Any idea? :smiley:

Hi guys,
Pardon my noobishness.
A game like GTA or Watchdogs, how do they deal with such high polygon counts?
After all, since it’s 3rd person, you can look 360 degrees around you, so do they hide far away buildings… Or what?
Thanks!

Lots of threads about, do a search on procedural as a keyword. But in short this is the holy grail of game design and ‘No Mans Sky’ has raised the bar and made a lot of people in the industry sit up and listen, so expect to see more developments in this area overall. Back to UE4 though, what can you / can’t you do today? Dynamic Terrain / Landscapes aren’t possible at this time, but there is work being done on a more flexible terrain texturing system which will hit the marketplace soon. Meanwhile there’s lots of threads on Procedural Meshes, but without dynamic terrain, only procedural cityscape type levels are really achievable, not full-on open worlds & planets etc.

Lots of different techniques and new custom solutions coming along every day… But some of the standard techniques for meshes and landscapes include Culling strategies…LOD’s…Billboards etc… Occlusion using Fog, Haze, Rain can play a part too, but by far the most important area for wide open levels is efficient Dynamic Lighting.