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Jayden Robbins

Software & Game Developer

Procedural Generation: Creating Dynamic Worlds in Games

Procedural generation is a powerful technique used in game development to create **randomized and infinite content**. It enables dynamic world-building, random level generation, and unique player experiences by using **algorithms** instead of manually placed elements.

Why Use Procedural Generation?

Procedural generation offers multiple advantages in game development:

  • Infinite Worlds - Create endless levels and environments.
  • Replayability - Each playthrough offers unique experiences.
  • Efficiency - Reduce manual level design effort.
  • Performance Optimization - Load chunks dynamically rather than storing everything.

Basic Concepts of Procedural Generation

Procedural generation relies on algorithms to generate content dynamically. Some core concepts include:


1. **Random Noise** - Generates pseudo-random values for landscapes (e.g., Perlin noise, Simplex noise).
2. **Tile-based Generation** - Uses predefined tiles combined randomly to create levels.
3. **Rule-Based Systems** - Applies constraints to ensure generated content follows specific rules.
4. **Procedural Textures** - Generates dynamic textures at runtime for diverse environments.
    

Generating Terrain with Perlin Noise

Perlin noise is commonly used for terrain generation in Unity.


using UnityEngine;

public class ProceduralTerrain : MonoBehaviour
{
    public int width = 256;
    public int height = 256;
    public float scale = 20f;

    void Start()
    {
        GenerateTerrain();
    }

    void GenerateTerrain()
    {
        Terrain terrain = GetComponent();
        terrain.terrainData = GenerateTerrainData(terrain.terrainData);
    }

    TerrainData GenerateTerrainData(TerrainData terrainData)
    {
        terrainData.heightmapResolution = width + 1;
        terrainData.size = new Vector3(width, 50, height);
        terrainData.SetHeights(0, 0, GenerateHeights());
        return terrainData;
    }

    float[,] GenerateHeights()
    {
        float[,] heights = new float[width, height];
        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                heights[x, y] = Mathf.PerlinNoise(x * scale / width, y * scale / height);
            }
        }
        return heights;
    }
}
    

Procedural Dungeon Generation

Randomized dungeon generation is commonly used in **roguelikes** and **RPGs**.


using UnityEngine;

public class DungeonGenerator : MonoBehaviour
{
    public int dungeonWidth = 10;
    public int dungeonHeight = 10;
    public GameObject wallPrefab;
    public GameObject floorPrefab;

    void Start()
    {
        GenerateDungeon();
    }

    void GenerateDungeon()
    {
        for (int x = 0; x < dungeonWidth; x++)
        {
            for (int y = 0; y < dungeonHeight; y++)
            {
                Vector3 position = new Vector3(x, 0, y);
                Instantiate(Random.value > 0.8f ? wallPrefab : floorPrefab, position, Quaternion.identity);
            }
        }
    }
}
    

Tile-based Level Generation

Grid-based procedural generation is useful for **platformers and strategy games**.


using UnityEngine;

public class TileGenerator : MonoBehaviour
{
    public GameObject tilePrefab;
    public int gridSize = 10;

    void Start()
    {
        GenerateTiles();
    }

    void GenerateTiles()
    {
        for (int x = 0; x < gridSize; x++)
        {
            for (int y = 0; y < gridSize; y++)
            {
                Vector3 position = new Vector3(x, 0, y);
                Instantiate(tilePrefab, position, Quaternion.identity);
            }
        }
    }
}
    

Conclusion

Procedural generation enables **endless replayability** and **dynamic worlds** in games. Whether it's terrain, dungeons, or grid-based levels, these techniques provide infinite possibilities for **level design, game variety, and content generation**. Start experimenting with different algorithms and create unique game worlds today!