Created by @r_channels
[WIP] Procedural hair/root simulation attached to a human rig (Blender 4.0 - Geometry Nodes - Rigify)
https://youtube.com/shorts/ZHpJsL1elis?feature=share
https://redd.it/17unmaf
@proceduralgeneration
One Dimension Closer: Early try at 3D map generation to create and connect paths with purpose. Any tips to anticipate / reduce patterns that will result in failed attempt?
https://redd.it/17t6phn
@proceduralgeneration
Stylized Rock Generator: Our tool for Unity to generate rocks and cliffs in minutes. Available on the Asset store. The link is in the comments.
https://redd.it/17sd6mu
@proceduralgeneration
How to make procedurally generated levels in unity?
Basically the title I'm looking to make large procedurally generated levels in unity using some rooms and assets I've made, I basically want rooms to be randomly connected to each other
https://redd.it/17r30x9
@proceduralgeneration
We made a procedurally generated nonogram game, featuring procedurally animated assets
I think the game we just launched is pretty unique - we're using Anything World's tech (licensed user-generated 3D models, animated procedurally, which in itself is mad cool) as a base for the content in our monogram puzzle game (basically like Picross)... but we had to write our own system to generate the grid puzzles at runtime.
I'm really proud of the team's work as the player doesn't really notice any load times, and it works on 5x5, 10x10 and 15x5 grids.
Sometimes we do see the orientation of the object resulting in some blank rows, but it's not the worst - and we could get even bigger grids but then we start to see issues with UX and font/grid size etc so we felt 15x15 was the highest we should go for now.
I think the game we just launched is pretty unique - we're using Anything World's tech (user-generated 3D models, animated procedurally) as a base for the content in our monogram puzzle game (basically like Picross)... but we had to write our own system to generate the grid puzzles at runtime.
https://redd.it/17qomyf
@proceduralgeneration
Making a star map like in Master of Orion or Endless Space
When making a 4X game set in space, you want to generate a good looking map :)
A star map can be described by a fully connected graph, where the nodes are the star systems, and the edges are the star lanes along which your ships will travel.
Generating a graph is a well known problem with well known solutions, but here, we want the graph to have a very specific shape, it must look like a spiral galaxy (or something else, you do you).
To do this, I had a simple idea:
let's make a circle
for each "arm" of the spiral galaxy, let's choose a point on that circle and make an arc from that point to the center of the circle (4 arms, 4 points separated by 60°)
place randomly points around those arcs
place more points towards the center to make the "bulb" of the galaxy
Those points will be our solar systems.
Then, we need to connect those points together, the main constraints is that the graph must be fully connected (for every pair of node, there exist at least one path between them). Fortunately, there is an algorithm for that, it's called a Minimum Spanning Tree.
The last touch is to add a few more connections to allow for cycles.
I implemented an example of this algorithm using p5.js, here is a link to the code so that you can try for yourself: https://editor.p5js.org/linkdd/sketches/Xqg9zVIM\_ (i will most likely write an article on my blog for an implementation in Unity).
And here is a screenshot of the result:
https://preview.redd.it/9xtg5plwc1zb1.png?width=747&format=png&auto=webp&s=db64b3b9a260f1593e418031d3265cd032a9e4ae
https://redd.it/17qbube
@proceduralgeneration
I ramped the detail up in the little procedural city / world side-project (video is in comments)
It's a little celebration of procedural generation techniques that I've been working on now for quite a while. I shot the footage on my handy chest-cam to avoid adversely affecting the frame rate by capturing footage in software using OBS (I don't have a capture card yet). The video is here (apologies for the youtube link): https://youtu.be/mNJN9i5ECcQ
https://redd.it/17q48t1
@proceduralgeneration
Simple noise biome generator.
Very simple perlin noise biome generator.
Ocean is made with height map, while biomes are given values of moisture and continentalnes.
https://preview.redd.it/7390w5bqd1yb1.png?width=550&format=png&auto=webp&s=1d9cb761d6f0801a1aaaa0bee85334ec80f2d1a8
https://redd.it/17mjq0u
@proceduralgeneration
Wave Function Collapse <- STOP
I humbly propose that we stop referring to WFC as... that. It just makes us sound pretentious and ignorant. The collapse of a superposition of quantum states into a spectrum of observable eigenvalues is NOT related to what we are doing, which is in essence just an iterative combinatorics problem.
What we are doing is basically constraint programming, specifically constraint propagation, and that is a much, much more accurate term.
I really don't mean to dish on anyone, but "wave function collapse" is unrelated to a physical wave function in every way except for the most general intuition of a non-expert.
https://redd.it/17m8tck
@proceduralgeneration
no alpha ...lets see whats left after codec ;-)
https://redd.it/17m67fs
@proceduralgeneration
Accidental woven pattern from Perlin noise
https://redd.it/17m1n9z
@proceduralgeneration
physarum sim, visualized as a displaced heightmap, inside of a refractive ellipsoid
https://www.youtube.com/watch?v=HWlpqY_I-1A
https://redd.it/17kf39l
@proceduralgeneration
Expanding the Water Network with Aqueducts in a Procedurally Generated World and Simulated Economy
https://redd.it/17k5o3j
@proceduralgeneration
Dawns.
https://redd.it/17jgn0t
@proceduralgeneration
Guidance for a newb: Branching paths built of tiles that must meet at Important Points/Tiles
I've been hearing great things about this sub and after a decent amount of lurking, I've got to say I'm blown away by all the cool developments going on.
Even as someone without a CS background, I've found the various techniques fascinating and so full of potential that I've wanted to try to implement it in a project I've been working on for some months now.
However, with all the resources out here, I'm having difficulty narrowing in on a specific method that would be applicable for my use-case, not to mention something that my skill level (\~3 years experience on & off in C#/Unity development) could work through / modify / expand upon . I've created some tests to generate maps (including a very simple WFC), and though it's cool to see it build a little map using basic test tiles, I'm lost on how to build it to take into consideration my main goals.
With that in mind, I'd appreciate some pointers on what I should look into to effectively implement procedural generation to built stages for my project. (e.g. is WFC the way to go for this? If so, how do I ensure it branches out & builds paths based on my rules? If, not is there a better technique to use?)
Thanks in advance!
​
Mediocre diagrams to (hopefully) help describe what I'm building:
Left side: Magnification of example of first branch. \(Map is 3D so included different perspectives to show the layers\). Right Side: Overview of game's major branches, decision points, stages, etc.
Key Details + Constraints:
Player Movement: The player can control movement along the x and y axes, however they're always going forward on the z-axis (with some wiggle room of being able to turn within 45 degrees of Z-forward).
Game Progression: See World Map image \- the player starts at Stage A (bottom) and will traverse through paths/tunnels until they reach Stage M. Along the way there are challenges/decision points where the player chooses which path to take to continue to progress / discover new areas. As you can see the world begins with very few branches, but branches out until the mid-point. Then the branches merge more and more until the end point.
Decisions Points (orange diamond): Branches always split /converge at the predefined Decision Points. These decision points are hand-crafted areas that generally remain the same through each play through.
Transition points (Green box): Indicate where there's a change in environment / movement from one stage to the next. I'm hoping to have a seamless transition, however that will require more play-testing.
Paths: When you zoom into a branch (red dotted line on the world map), you will see that the branch is actually made up of a collection of paths with the same starting and end points (see Branch Magnified diagrams).
\- These paths are made up of a bunch of pre-built tiles in 3D space. Sometimes there will only be one path that splits off and then splits off again, but then merges together before the next Decision or Transition Point.
\- Paths can never do a U-turn. Generally, the angle should be within 45 degrees of the Z-Forward direction
\- Paths cannot be dead-ends. They must lead to the next key decision or transition point.
Goals:
1) Populate the Transition and Decision point tiles \- connections between each of these will be predefined (e.g. The first transition tile in Stage A must lead to the first Decision Point in Stage A. In turn, this Decision Point must connect to the second Decision Point as well as branch out to rightmost Transition Point in Stage A).
2) Propagate 3D tiles starting from the Decision and Transition points based on the predefined connections to create. (no dead-ends,u-turns, and always lead to the next Transition or Decision Point)
3) (Goal for later) Populate the 3D tiles according to Stage objectives/player decisions
I've released a new blog post comparing some Procedural Vegetation implementations with my own while proposing an optimized system! Check it out and let me know your thoughts!
https://ensapra.github.io/2023/11/Comparing-performances-of-diferent-vegetation-systems
https://redd.it/17u8ssu
@proceduralgeneration
Procedural generation for maps. Any feedback is very welcome!
https://www.youtube.com/watch?v=7-ZviS5uQe4&ab_channel=EarthofOryn
https://redd.it/17strbd
@proceduralgeneration
How does this pattern emerge from primes? Concentric circles? Details below
​
To produce this pattern I was playing around with the DFT of various functions, taking 2D input. adjusting for scale, function X\) x\[i\ = 350* cos\(primes[i\]*angle\), function Y: y[i\] = 350* sin\(primes[i\]*angle\). n_primes = 40000. primes is just a list of primes.](https://preview.redd.it/xmk0pt5ndizb1.png?width=979&format=png&auto=webp&s=59e1c71f0854a52786701b6d03d1bf7c9ea4cad9)
Looking to improve my implementation for this. For now, anyone else notice what appear to be vortex rings? Seems way too geometric. Is there anything useful to be found from this? Can't seem to find similar pictures online.
Also, anything special about the number of points forming around the perimeter?
Happy crafting!
https://redd.it/17s2glp
@proceduralgeneration
Project, where i create procedural generated Images based on the weather of different countries using PYthon-code :) Any suggestions what i could shad and how it should effect the image ?
https://www.youtube.com/watch?v=_k1IzWXOBkE
https://redd.it/17qyn23
@proceduralgeneration
MazeGen: Procedural maze generator
Hi :)
I build a maze generator that contains interactive elements. You can choose from different tiles and winconditions. Using en.wikipedia.org/wiki/Genetic\_algorithm and done in Unity.
Feedback is much appreciated.
Open source: github.com/olijoao/MazeGen
Game: olijo.itch.io/mazegen
​
https://preview.redd.it/y3ejvmm9q2zb1.png?width=256&format=png&auto=webp&s=10c3062704229f4262e06c8ca07eceae0ee345a6
​
https://preview.redd.it/7aehfarkp2zb1.png?width=256&format=png&auto=webp&s=38534d4d8521d6ba87e65777a2616d0155691844
https://redd.it/17qg9un
@proceduralgeneration
Update: First stab at procedural generation. 2D test of creating paths using concepts from WFC. Next stop: 3D! (and lots of optimization...)
https://redd.it/17qaw9y
@proceduralgeneration
Using the new Procedural Content Generation Framework in Unreal Engine 5 to create a series of photorealistic renders inspired by my home, Australia!
https://youtu.be/tm_022UI7_U?si=ihN8OyeMIoBGwlg5
https://redd.it/17owwd9
@proceduralgeneration
Little configurable procedural tower (WIP) in the procedural city engine side project (video is in the comments)
https://redd.it/17mdb02
@proceduralgeneration
Around The World, Part 1: Continents - creating continents with warped Voronoi and flood fill, then shaping them with curves and simplex noise
https://frozenfractal.com/blog/2023/11/2/around-the-world-1-continents/
https://redd.it/17m6phs
@proceduralgeneration
added doors, awnings & a color selector to my procedural building creation tool
https://redd.it/17m33nn
@proceduralgeneration
Something I've been working on for a while
https://youtu.be/0ONuHS3oJLo
I've been experimenting with procedurally generating dungeons in unity for a few months and here is the result.
https://preview.redd.it/i1sxukjfgrxb1.png?width=1800&format=png&auto=webp&s=7acb6248c4b651a641019865563d9c95072534f9
https://redd.it/17lfmbw
@proceduralgeneration
Automated test tools for your map generators can really save your a**, realized that there are 0.1% broken seeds in my roguelike yesterday... Now its fixed :D
https://redd.it/17k5v5k
@proceduralgeneration
Procedural Simulated Erosion In Blender
https://youtu.be/d0igAGQ3sZA
https://redd.it/17jxvrs
@proceduralgeneration
(enemies, obstacles, surprises etc)
https://redd.it/17jcnbl
@proceduralgeneration
Procedural Realtime Volumetric Clouds (source in comments)
https://redd.it/17imo2a
@proceduralgeneration