Everything producerally generated and insanely customizable so far, any ideas for whats next?
https://redd.it/1bo9ro4
@proceduralgeneration
My video game has Procedurally Generated Trees that can grow to the flow of time
https://redd.it/1bnzslh
@proceduralgeneration
I created series of tutorials on coding a Minecraft clone in JavaScript. The topic of the last video will be decided by the highest voted comment!
https://www.youtube.com/watch?v=TKHaDC49ITY
https://redd.it/1bnoe70
@proceduralgeneration
Around The World, Part 13: Zooming in - generating and rendering finer details on top of the coarse world map
https://frozenfractal.com/blog/2024/3/25/around-the-world-13-zooming-in/
https://redd.it/1bngzcg
@proceduralgeneration
A music label dedicated to procedurally-generated/algorithmic miniatures
Miniature Recs is specialized in ultraminimalist procedural and algorithmic laptop music, released in the form of albums collecting short sonic miniatures. Every track is just one of many possible instances of the algorithm. The idea of releasing only music in this extremely compact format comes from a provocation: as philosopher of technique Bernard Stiegler suggested, we are experiencing an "industrial capture of attention" which partly short-circuit our previous relational modalities – why not exploring what this attentive contraction affords aesthetically? Miniature Recs explores this matter by employing the tools of algorithmic composition/improvisation, trying to devise new forms of human-machine interactions outside of the dominant big data paradigm.
miniaturerecs.bandcamp.com/album/data-regions
https://redd.it/1bnakxm
@proceduralgeneration
Someone took a screenshot of a biomes preview I made and uh... is selling a whole product line of it on Amazon...?
https://i.imgur.com/SLbjFK5.jpg
https://redd.it/1bkdftd
@proceduralgeneration
New procedurally generated forest compared to the previous one. What do you think?
https://redd.it/1bk6syj
@proceduralgeneration
Houdini generated 3D-Tiles in my WFC Generator in Unreal
​
https://preview.redd.it/jc3a675zkdpc1.jpg?width=1600&format=pjpg&auto=webp&s=9ad0ca4a65cfcf856fa13579ef58a34a2186653b
https://redd.it/1biyud3
@proceduralgeneration
For the project I am working on, after the player selects a seed, they can then modify the size, noise offset, applied height curve, and lake/island size of the terrain.
https://redd.it/1birrym
@proceduralgeneration
Added loops and jumps to my procedural track generator, do you think this has any chance of making it as a full fledged game?
https://redd.it/1bi6r97
@proceduralgeneration
Need help with ProcGen in Unity 3D
I am currently trying to make a infinitely FLAT generated world in chunks, in a maze like way. Maybe one chunk is a corridor or another is a turn. I want to create a sort of path, with different dead ends. Essentially a maze. I just am not sure how to do it, and I need some help. I don't think I need to use noise, because it is a flat landscape. But, I do need it to make a path, so I can't have it run into a bunch of dead ends.
https://redd.it/1bhz79t
@proceduralgeneration
Procedural world + procedural forest + quad tree = infinite world
https://redd.it/1bho5d3
@proceduralgeneration
procedural terrain + real time hydraulic erosion
https://youtu.be/sxRYJ7StqtU?feature=shared
https://redd.it/1bgehuz
@proceduralgeneration
A node-based terrain generator for Unity3D
https://redd.it/1bfr89x
@proceduralgeneration
Search & Rescue in the procedural jungle city (100% procedural)
https://redd.it/1bo22em
@proceduralgeneration
Project Everett. Procedurally generated MoRpg. New Terrains.
https://www.youtube.com/watch?v=8mAkuxEPTlk
https://redd.it/1bnq9ho
@proceduralgeneration
Making an proc-gen module in Electron.js & Ableton
https://redd.it/1bnjg7x
@proceduralgeneration
How to sculpture a skeleton with realtime animation with just code (sdf & raymarching in glsl)
https://redd.it/1bngr3c
@proceduralgeneration
five compositions from the week - python
https://redd.it/1bn5k0j
@proceduralgeneration
Procedural Trees + Hanging Vines - do the vines look like a rendering bug? (They're not)
https://redd.it/1bkanek
@proceduralgeneration
How to hide the end of the world?
Hi guys, I am working on creating a procedural terrain that a little character can walk around. Right now I am trying to fix an issue where the user is actually able to see the end of the world (e.g. the render distance for the viewer).
If they walk in that direction, more chunks will load, but I was wondering how I could hide this visible seam? I tried using fog, but it doesnt work so well
​
https://preview.redd.it/pp7uf78ehcpc1.png?width=1900&format=png&auto=webp&s=340ef7947ce119031c6a2761d2e2c3817f2457d5
https://redd.it/1bitbi0
@proceduralgeneration
Using caching for data of infinite voronoi cells?
This is a purely conceptual question but it's something that I want to understand before experimenting with stuff in code.
In an infinitely generating world, such as Minecraft, how can you use caching to store randomly generated data of generated voronoi cells?
In an existing experiment in Minecraft, I created voronoi cells by using the floorDiv function on each block as it generates to get the x and y of the current cell from the world coordinate, and then seeded a new random instance that generates the centre of the cell, so all blocks in each square generate the same centre.
Then I did this for each 3x3 square of cells so that you can compare the distances of the centres to get the closest cell to the current voxel coordinate.
I've realised that this is probably inefficient, as for every block you have to seed the RNG 9 times as the cell centres of nearby cells aren't stored. The same goes for any other information you may want each cell to have (such as a "biome" value or anything else you want to be randomised for each cell). So my understanding is that once data for one cell is generated, it should be stored somewhere and looked up in each block first instead of using RNG...?
I have no experience using caching so is my understanding of this inefficiency correct? What should I read up on to understand how to cache the values of cell centres and other cell information instead? Hopefully this question makes sense as I'm not very experienced with world generation concepts.
https://redd.it/1bimyv5
@proceduralgeneration
Around The World, Part 12: 2D or not 2D, that is the question
https://frozenfractal.com/blog/2024/3/19/around-the-world-12-2d-or-not-2d/
https://redd.it/1bii09y
@proceduralgeneration
Procedurally Generated 2d island map
Hello all!
I was wondering if I could get some feedback on my procedurally generated 2d island map. This is just a prototype, so there is very little polished art.
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https://preview.redd.it/e1aw0absp5pc1.png?width=517&format=png&auto=webp&s=23ca203c47b68a3e3a2e8d42ef5165629bcdfceb
The magenta here are the rivers, which I am struggling to generate. This is the best looking outcome I have had so far. If anyone has any suggestions, let me know!
​
​
Biome Distribution
Here is my biome distribution. Dark green is forest, orange is jungle, yellow is desert, white is tundra, and light green is grasslands. Let me know if you have feedback on this as well!
https://redd.it/1bi1v5o
@proceduralgeneration
Hey, need some help with procgen in Unity 3D
I am currently trying to make a infinitely FLAT generated world in chunks, in a maze like way. Maybe one chunk is a corridor or another is a turn. I want to create a sort of path, with different dead ends. Essentially a maze. I just am not sure how to do it, and I need some help. I don't think I need to use noise, because it is a flat landscape. But, I do need it to make a path, so I can't have it run into a bunch of dead ends.
https://redd.it/1bhycua
@proceduralgeneration
Make a pattern that loops on itself.
Ever notice how in games, maps often leave you back at the start of a section so you don't need to do any backtracking? Any idea how to implement procedural generation for something similar?
https://redd.it/1bhe3ln
@proceduralgeneration
Struggling to get the look I want
Pretty new to this, just got some simple low poly terrain going with FastNoise (see picture), but what I am looking for ultimately is something approximately like the attached concepts (beware, AI generated) - where instead of plain rolling hills plopped into water I'd like islands to feature both very flat beach areas and very steep cliffs.
The cellular/voronoi algorithm seems to give those sharp cliffs but I don't really know how to mix that in with the Simplex generation I currently have in a way that makes sense. Any ideas?
https://preview.redd.it/vsq6e2bulpoc1.png?width=1296&format=png&auto=webp&s=74ac8e921d31508fb92ff812c9ce466e711f6df2
https://preview.redd.it/g2gtoabulpoc1.png?width=450&format=png&auto=webp&s=5298094997102ea835bf1be238b74ce71fa435a6
https://preview.redd.it/efv43wbulpoc1.png?width=446&format=png&auto=webp&s=73558e22ab085a26541b15af61045dac5988a0df
https://preview.redd.it/436xi3bulpoc1.png?width=681&format=png&auto=webp&s=2d2e92c5b04b09ffdf5773f978b7a3c3144acf80
https://redd.it/1bg7r5f
@proceduralgeneration
Fast 4D Noise for Marching Cubes project
Hello everyone, I'm currently doing a small project that is essentially the marching cubes algorithm.
I'm currently just using the unity.mathematics library for 4D noise, to give it a sense of traversing the world.
I have a big problem though, the performance is terrible, and I figured out (via profiling) it was because of the noise function (even though it's the Simplex function).
I was going to try and use the FastNoiseLite library to get the noise faster, but it only has 3D noise. Is there any way to convert the 3D noise to a 4D one?
If not, is there something I could do in a better way? I was thinking of maybe calculating the noise4d(x,y,z,w) function for each point in a compute shader, would that be a good idea? If it is, are there any resources you could point me to?
Here is my current code, just in case:
float xoff = 0;
for (int x = 0; x < numberOfPoints; x++)
{
xoff += xInc;
float yoff = 0;
for (int y = 0; y < numberOfPoints; y++)
{
yoff += yInc;
float zoff = 0;
for (int z = 0; z < numberOfPoints; z++)
{
float val = noise.snoise(new float4(xoff, yoff, zoff, woff));
pointsx, y, z = val Mathf.Cos(Time.deltaTime) > 0.2f Mathf.Sin(Time.deltaTime) ? 1 : 0;
zoff += zInc;
}
}
}
woff += wInc;
https://redd.it/1bezml2
@proceduralgeneration