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Find all our articles about procedural generation
  1. Procedurally Generating a Animal Crossing World - Part 1

    First part on how to generate a map like the GC version of Animal Crossing. Creating a high ground / low ground mask.

  2. Sharing Json File of Shrine Names from BotW

    Sharing a JSON file with the name of shrines and trials from Breath of the Wild on Github.

  3. Writing an Array to Texture File in Unity C#

    How to save a generated 2D array of floats of Vector3 into a texture file for later use in a shader or a material

  4. Creating a Probability-Weighted Pool of Objects in Unity

    Creating a Scriptable Object definition for pools of game objects to be drawn. Useful when creating environments.

  5. Generating Realistic Heights Distributions for Terrain Generation in C# for Unity

    Combining distributions (Normal, Gamma, Uniform...) to fake real-world height data and sampling them using Perlin or Simplex Noise.

  6. 4 Ways to Check if a Graph is Fully Connected

    Explaining several ways to check if a directed or undirected graph is fully connected, meaning there are no isolated nodes or subraphs in the set of nodes being studied.