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Created by @r_channels
mold generator - houdini
https://redd.it/1syfxl6
@proceduralgeneration
Quantum States Mandala Art
https://www.reddit.com/gallery/1sy5cpi
https://redd.it/1sy5f70
@proceduralgeneration
I built a suite of C++23 header-only libraries for procedural character generation
Hey all, I've been working on a set of C++23 header-only libraries for procedural generation and figured they might be useful to others working on games, simulations, or world-building tools. Everything is MIT licensed and on GitHub.
The idea is that each library handles one slice of generation: names, cities, countries, birthdays, physical traits. They can be used standalone or composed together through an entity-generator that wires them up as components.
Here's what's in the suite:
- name-generator: First and last names from 105 cultures, frequency-weighted so common names show up more often. Ships with lite (~2 MB) and full (~39 MB) datasets.
- nickname-generator: Takes a name or word and runs randomized transforms on it (leetify, case variations, animal/adjective word lists).
- country-generator: Random countries with 31 fields (capital, region, languages, currency, borders, etc.) from aggregated open data sources. Population-weighted by default.
- city-generator: ~200k cities from GeoNames with coordinates, timezone, population, elevation, and admin1 state/province name resolution.
- birth-generator: Demographically plausible birthdays using UN population pyramids, monthly seasonality by latitude, and weekday deficit modeling.
- biodata-generator: Physical traits (height, weight, BMI, eye/hair color, skin type, blood type) based on published epidemiological data, varying by country and sex.
- entity-generator: A component system that lets you compose all the above into complex entities with typed dependencies, validation, and lifecycle hooks. Has adapters for EnTT and Flecs.
All of them support deterministic seeding so you can replay or persist generation results. They're header-only, just drop the .hpp files and the resource data into your project and compile with -std=c++23.
I also put together a live WebAssembly demo where you can try everything in the browser. The "Persona Generator" tab composes all six data-driven libraries to generate a full character profile: name, nationality, city, birthday, age, and physical appearance.
If you have questions about the data sources or the design, happy to answer. Feedback and issues are welcome.
https://redd.it/1sxxvyd
@proceduralgeneration
Nodebased noise and particle engine
https://redd.it/1sxt3ft
@proceduralgeneration
Emergent Dynamical System
https://youtu.be/SrRkNL4bQ3k?si=OVkA7pTo64ya5U33
https://redd.it/1sxge00
@proceduralgeneration
Fractal Curve
https://redd.it/1sx35u3
@proceduralgeneration
A quick question for All the worldgen Heads
I wanted to make a 2D worldgen that uses Dynamic sizing for World borders, so the worldborder doesnt Limit the Form or size of the structure.
Instead i wanted to Limit it by structural requirements and a budget (in my case a Pixel Budget) - so a larger map would have a bigger Pixel Budget. The structural requirements would be for example, Single Continent, multiple Continents,...
Whats the best way i can go for this kind of worldgen where the Form isnt limited by the frame size? Should i just increase the size of the frame/worldborder, Limit the Pixelbudget to my liking an then cut the rest? How does this scale if i increase the pixelbudget? At some point it would be hard to Cover all possible forms/structures, no?
https://redd.it/1swyj7p
@proceduralgeneration
3D Procedural dungeon gen. with prefab + proc. gen. rooms as hybrid.
/r/godot/comments/1swh1gi/3d_procedural_dungeon_gen_with_prefab_proc_gen/
https://redd.it/1swh3jr
@proceduralgeneration
online triangle mesh height map editor, suitable for phone?
II think t will be a lot quicker to iterate experiment than entering the values by hand; though a triangular mesh is probably a bit unusual.
On a phone (with termux), so can't use Unity or Unreal (I'm sure they have editors).
I could probably code one, but would end up being a project in itself, adding features fixing bugs, tweaking GUI etc.
I tried one, but said it preferred a desktop and crashed my phone.
Thanks for any help.
https://redd.it/1swhque
@proceduralgeneration
Fractal Curve
https://redd.it/1sw8azs
@proceduralgeneration
I built a tiny WorldBox-style life sim in vanilla JS + Three.js — here's a 3-min walkthrough of how it works
https://redd.it/1sw2dtm
@proceduralgeneration
Contours
https://redd.it/1svateu
@proceduralgeneration
I'm building a simulation of emergent universe in which particles self-organize into various patterns, from the micro to macrocosm, thanks to a general balance of attraction, repulsion and spin. This is based on my experimental research in fluid dynamics.
https://redd.it/1sv53so
@proceduralgeneration
Updated spaceship hull and ground unit procedural generator for my space 4X game
https://youtu.be/kq8Gsj5NKJI
https://redd.it/1suu3k1
@proceduralgeneration
I stopped scripting events and started programming laws.
Here's what a world looks like when it runs without you.
I was watching the log scroll at 2am last night when lineage L-a15bba02 went extinct. Born at tick 30,470. Dead at tick 130,046.
I didn't do anything. I was just watching. That's kind of the whole thing I've been trying to build.
https://preview.redd.it/yzzklf32i6xg1.png?width=2468&format=png&auto=webp&s=6bff1b38fa9f2eaf83f6dd6c3938311334a2594f
Most games start with content. Maps, enemies, scripted events. You write what happens. I got tired of that. I wanted to write the rules and see what comes out.
So no scripted extinctions. No designed species. Just energy, mutation, selection pressure, and an anomaly field that messes with everything. The organisms do what they want with that.
Right now this world has 913 living lineages. 1,673 have already gone extinct. Nobody programmed any of those arcs. They just happened.
https://preview.redd.it/bs8n70q9i6xg1.png?width=2466&format=png&auto=webp&s=4803597269f89ce635234f64b3d4af80827cd674
That feed on the right, every alert is a real event. No triggers. No narrative beats. A lineage's alive count hits zero and that's it. Species gone, the data remains, nothing else.
What still surprises me is the divergence events.
https://preview.redd.it/8a0yvl2ei6xg1.png?width=2462&format=png&auto=webp&s=973ae94064b6783dd556478710e1028ba3f775b7
A subpopulation drifts genetically far enough from its parent that the system classifies it as a new species. I set the threshold but I never pick when or where it happens. Most of the time it doesn't. Occasionally it does. Tonight one happened at tick 130,348 while I was writing this post.
I don't know if "emergent" is the right word for any of this. Maybe it's just slow simulation. But it feels different from generating content. Generated content sits there. This stuff keeps going whether I'm looking or not.
The world literally runs when the game is closed. I've left it for whole nights and come back to find the ecosystem in a completely different state. The journal tells me what happened. Most of it. Some things it didn't record.
Engine's called NAGAS. Been working on it for a while. There's a game coming on Steam built on top of it, won't link it here because that's not really the point, but happy to answer questions about the tech: NumPy vectorization, genome encoding, the weird non-euclidean anomaly diffusion that I'm still not sure is a feature or a bug.
https://redd.it/1sunjrd
@proceduralgeneration
Playing Around With Procedural Rivers
https://redd.it/1sydy34
@proceduralgeneration
I built an open-source procedural Butterfly Nebula in Blender and I would love your improvements on it!
https://redd.it/1sxxfx0
@proceduralgeneration
Grand strategy game map generator using Voronoi cells
https://redd.it/1sxx64g
@proceduralgeneration
Can you point me to some really great, deeply technical game dev blogs of the devs' thoughts, philosophies, approaches to procgen?
The Factorio dev blog is a great example of what I'm looking for
[https://www.factorio.com/blog/post/fff-421](https://www.factorio.com/blog/post/fff-421)
https://www.factorio.com/blog/post/fff-176
[https://www.factorio.com/blog/post/fff-231](https://www.factorio.com/blog/post/fff-231)
https://www.factorio.com/blog/post/fff-356
[https://factorio.com/blog/post/fff-364](https://factorio.com/blog/post/fff-364)
https://factorio.com/blog/post/fff-317
Any more like that for different games, focusing on procedural generation graphics, constraint refinement, etc? I feel like nerding out, thanks.
https://redd.it/1sxmtar
@proceduralgeneration
Realtime Procedural City Generation
https://redd.it/1sx8wgx
@proceduralgeneration
Procedural road generation using A* in an infinite world
https://redd.it/1sx1act
@proceduralgeneration
Code for this if you have missed
https://redd.it/1swrbu4
@proceduralgeneration
Small horror ASCII game about ocean depths that weighs only 188KB + 2.8MB of voice-over audio
https://redd.it/1swifla
@proceduralgeneration
I made a Townscaper-style prototype where you build on a sphere
https://redd.it/1swe2pg
@proceduralgeneration
I build a Fluid Simulation based on the Navier Stokes Equations
https://www.youtube.com/watch?v=aJ-RtgNGR8E
https://redd.it/1sw31zi
@proceduralgeneration
I made a little thing to make rainworld style creatures.
https://redd.it/1svsn9n
@proceduralgeneration
I wrote a beginner-friendly guide to drawing fractals with L-systems in p5.js
https://redd.it/1sv7s2c
@proceduralgeneration
Hairy Ball #1
https://redd.it/1suy6uk
@proceduralgeneration
What do you think to my procedural terrain generation (C++/OpenGL/GLSL)
https://youtu.be/ewisAfquF0Y
https://redd.it/1supuih
@proceduralgeneration
Another carpet
https://redd.it/1sugu26
@proceduralgeneration