A visualization of procedurally generated terrain in CultGame
https://redd.it/1e7dqru
@proceduralgeneration
I Suck At Art So I Made An Open Source Procedural Tree Generator
https://youtu.be/8zMbJmuwEUc
https://redd.it/1e7520l
@proceduralgeneration
A quick (and pointless) simulation of something akin to cell division :)
https://redd.it/1e6n56l
@proceduralgeneration
This pattern was on the interior wall of a small airplane I was recently on. How was it produced and how should I reproduce it in code?
https://redd.it/1e626e2
@proceduralgeneration
Testing procedural generation for my survival game. New 'tiles' will generate in the direction of travel, and the ones behind will despawn.
https://redd.it/1e5rz0r
@proceduralgeneration
How would u improve texturing in a procedural way, considering height? Ideally it should work on shader
https://redd.it/1e4rpmo
@proceduralgeneration
These were my first steps in one of my old projects...
https://redd.it/1e448t2
@proceduralgeneration
Baking Pagan Bacon 🌈🥓✨ Psychedelic Satisfying Loop made with Blender Geometry Nodes feeding procedural data to a Cloth Sim
https://www.youtube.com/watch?v=9VcEUoMH5-Y
https://redd.it/1e30zw1
@proceduralgeneration
How I create detail for my procedural city
https://youtu.be/XQZDnHTT_so?si=IVL-kdr5ZwZri9bf
https://redd.it/1e2mr8z
@proceduralgeneration
Trailer for my procedurally-generated car-combat RPG in early development (buildings, the environment, enemy costumes, enemy vehicles, NPC citizens and unlockable car mods are all procedurally generated)
https://www.youtube.com/watch?v=5HShWMRIbHc
https://redd.it/1dzv9ff
@proceduralgeneration
I'm not sure what to use for my game's terrain generation (in Unity). Advice?
I've looked at both Gaia and Terragen. Terragen has an abysmal amount of tutorials. Gaia doesn't have the option to really control the border regions of terrain.
I need something like "adobe photoshop for terrain".
- I want to be able to literally HAND-DRAW features like coastlines etc (Gaia is out), but once I have hand drawn the basic outlines of things, I would love a program that could then take over with realistic erosion etc.
- I would like something with a reasonable amount of tutorials that I can follow (I google'd "make a continent in Terragen - crickets. Should be something you can get a written or video tutorial on, but of course there are tutorials on making other planets...).
- I really like Gaia's ability to procedurally generate terrain though, it's beautiful, too bad it doesn't let you hand draw things. It would be great of this program offered this functionality.
- Definitely needs to be capable of modern photorealism.
- Having built in very high quality vegetation that I can use in my project would be a huge plus, but I can use PlantFactory for that if I have to (honestly I am not sure what the whole deal is with vegetation if it's a common feature or if the programs mostly expect you to provide your own).
- Very preferably, they have a cheaper monthly subscription. I cannot drop more than $300 on a program (considering how many other things I need to buy) and I definitely need a trial so I can see if I like it first.
- Needs to be unity friendly (ie: plug and play and gogogo, not a draw everything-just-to-get-a-heightmap-and-reload-everything-after) type deal.
I know absolutely jack squat as far as things on the unity store that may or may not fit this bill, so there is also that (I've only really looked into the dedicated programs).
Appreciate the recommendations.
https://redd.it/1dzodjm
@proceduralgeneration
Made with TerraForm: Procedural Terrain Authoring addon for Blender
https://redd.it/1dylycf
@proceduralgeneration
ProcGen Radio Station - How It Works
I posted about this online stream project fifteen years in the making a couple months ago. Inspired by your questions, I added a page on how it generates its mixes and effects. Many of the techniques were drawn from material I learned teaching a Procedural Methods class last quarter.
DriftConditions - how it work
You can listen here. I find it is perfect for lulling me to sleep.
DriftConditions - listen
https://redd.it/1dy067h
@proceduralgeneration
Random preview of several hundred procedural nodes in my engine (3Vial Engine) [Free Download link in comments]
https://redd.it/1dxh93e
@proceduralgeneration
Procedural interiors in a city where every building can be entered. No templates, just rule based prop placement.
https://redd.it/1dws5tz
@proceduralgeneration
My Perlin noise
This is my try to make Perlin noise.
https://preview.redd.it/hfy4k26s6idd1.png?width=512&format=png&auto=webp&s=1b42cdf5d1a19555f8033119a13ed86735fc7fc6
Top left is what looks like a regular Perlin noise.
Top right is the one with linear interpolation of the value. It is surprisingly different.
Bot row is the same but the vector to corner is normalized. Again, unexpected result.
Are these results correct?
https://redd.it/1e784ux
@proceduralgeneration
Fix an heightmap to ensure unbroken flow paths
https://redd.it/1e6ovim
@proceduralgeneration
Generated quests can now place items at the end of randomly selected dungeons
https://redd.it/1e68ub6
@proceduralgeneration
Ask help for dungeon procedural generation
Hi,
I've spent the last few days examining different procedural generation algorithms for creating dungeons. After some reflection, I'm reaching out to you for help. Here's what I want to achieve:
I want to generate a graph nodes representing different rooms and the connections between them. This is where I encounter the most difficulty: translating this graph directly into the game, considering that all the rooms are of different shapes (square, L, T, O, etc.) and sizes, and they are all adjacent without any corridors.
After extensive research, I came across this site that describes pretty well what I want to do: Graph-based dungeon generator basics.
Unfortunately, maybe it's just me, but I find the technical explanations sometimes very unclear, which leaves me a bit unsure about how to proceed.
I wanted to know if you had any sources to recommend for this type of generation or perhaps more detailed explanations.
For your information, I am using Unity as the game engine.
https://redd.it/1e5s3zy
@proceduralgeneration
The time of the Wild West is gone... but the spirit of adventure lives on in all of us.
https://redd.it/1e5puwy
@proceduralgeneration
Procedural World Generation with Biomes using Unity
https://redd.it/1e46aa9
@proceduralgeneration
Chess Twist - a mind-bending Chess variant, now with puzzles
https://redd.it/1e3418f
@proceduralgeneration
Sophisticated platformer camera framing based on filtered proximity data generated together with the environments
https://redd.it/1e2xppg
@proceduralgeneration
Step by Step demo for Geometry AOVs using IPOPs HDAs (Image Plane Operators) for Karma Materials - Karma
https://www.youtube.com/watch?v=OGp3sw_pb64
https://redd.it/1dzv8ts
@proceduralgeneration
If you like to have (different) music on the background while creating:
Here
Bonus
Bonus 2
Follow this Spotify account also for access to several playlists as well
https://redd.it/1dyoat5
@proceduralgeneration
help for procedural snake generation
Hi everyone, I would like to start a big project whose aim is to generate (kinda) realistic snake images, I think I know how I want to organize the work but I don't have any clues on how to do for each of the different parts I've identified. Does anyone have experience with one of these fields (btw it doesn't need to be realtime and can be expensive to generate):
- snake curve and movement : beginning with just 2 dimensions, the idea would be to simulate the movement of a snake, with some constraints like the impossibility of self-intersection and a minimum curvature radius (limiting how sharp the turns can be). I thought about a discretization of the curve, storing regularly spaced points and then interpolating, but I don't know what interpolation method would be best, or maybe there is even a better solution.
- scales system : after the generation of the curve, a 3d "cylinder" following the curve could easily be rendered, and I would then need to add scales on it, and I would like to allow a lot of control on the scales shape to reproduce the great variety of shapes encountered in nature. What I would like to have is a mathematical equation to describe the shape of a scale with several parameters. And then I would need a way to combine all these individual scales to make the full skin - actually maybe not the head, as the scales layout on the head is very complex.
- realistic eye generation : I would like to create really realistic eyes, and actually even for human eyes I couldn't find anything truly satisfactory, with accurate colors and pattern diversity.
- pattern generation : I only found one paper about the generation of snake patterns, and it didn't venture much into patterns more complex than stripes or dots. My idea is to use reaction-diffusion equations, but for now I've only simulated such processes on a 2d grid, and for example I couldn't figure out how to adapt it to a sphere, so I don't know how it could be used in the case of complex 3d shapes.
Thank you in advance for your answers
https://redd.it/1dxpstf
@proceduralgeneration
Cellular Automata for procedural simulation in Stars Reach?
How do you suspect Cellular Automata is being used for the upcoming game Stars Reach? It seems like their physics engine might be doing some kind of cellular Automata calculation in order to handle structural integrity, water flow, etc.
The details are hazy so far...
> we’re already pulling off something a bit unusual: modelling a world at MMO scale using cellular automata. What that means: we know the humidity, the temperature, the material, the viscosity, the adhesion, for every cubic meter of the world.
(https://www.raphkoster.com/2024/07/03/wishlist-stars-reach-and-its-living-world/)
...but I'm very interested in learning how C.A. can be used like this. Any ideas?
https://redd.it/1dx6616
@proceduralgeneration
Five staff generators for priests from different kinds of generated religions
https://redd.it/1dwrgkm
@proceduralgeneration