Ray casting to collect terrain details, is there a better way?
I have procedurally generated terrain that creates a mesh of triangles using interpolation and using the height map of noise values doesn't give enough detail for things like camera y-values. I'm almost done with using a grid of rays cast straight down from above the max height to measure the terrain height. I'm going to use that to create a higher resolution height map for the camera and also for whatever else I can that needs information about gradients or sloping.
Is this a valid way to do that or is there anything better? It works but it also involves thousands of checks even with some spatial partitioning and a bit of bounding volume.
https://redd.it/1eqdkqx
@proceduralgeneration
how can i create a region world that always trends upward?
https://preview.redd.it/8t7qmtvuf3id1.png?width=453&format=png&auto=webp&s=d0794814366676886c55d477e67c2abc00496ceb
so above is a (very quickly draw) representation of what i want to do and im not sure how to achieve this, i want one side to always be ocean the other side to always be mountains, but have the middle gradually trend downwards (then draw a rivers following the lowest points but thats separate).
ive thought about using 1d perlin/simplex noise for each vertical layer but i was worried that would be to heavy on the processor and i am pretty sure that wouldnt be a very "smooth" gradient,
any tips or help would be greatly appreciated
https://redd.it/1epukgp
@proceduralgeneration
Exploring mites, and their mites, and their mites ... From a procgen game I'm (slowly) making.
https://redd.it/1eoge40
@proceduralgeneration
Around The World, Part 19: Constructing languages - using a hybrid approach I haven't seen anywhere before
https://frozenfractal.com/blog/2024/8/9/around-the-world-19-constructing-languages/
https://redd.it/1eo2tjf
@proceduralgeneration
My Favorite Tools + Techniques for Procedural Gamedev
https://cprimozic.net/blog/tools-and-techniques-for-procedural-gamedev/
https://redd.it/1edobgz
@proceduralgeneration
Hey. This is our Procedural Crystal Generator tool for unity. Check it out!
https://redd.it/1ecoc9y
@proceduralgeneration
A simple procedural animation technique
https://youtu.be/qlfh_rv6khY?si=Cp4_DnNpBeU3zUj7
https://redd.it/1ebok6u
@proceduralgeneration
Around The World, Part 18: Charting the seas - drawing coastlines, city icons and name labels
https://frozenfractal.com/blog/2024/7/24/around-the-world-18-charting-the-seas/
https://redd.it/1eb40as
@proceduralgeneration
Working on procedural houses in my building and simulation game
https://redd.it/1eb5vko
@proceduralgeneration
How are aquifers generated in games like Minecraft?
Worldgen is generally one of the simpler aspects of procgen, and usually makes a lot of sense. However, one thing which has stumped me is how games (mainly Minecraft) generate aquifers (underground lakes of water in caves). The only thing I can think of working is running some sort of flood fill algorithm from a random point in a cave, to flood it, but that would be very slow, and also doesn‘t make sense in the case of Minecraft; you sometimes find these aquifers on the surface, and if it ran a flood fill algorithm there, then the whole world would be flooded.
Minecraft definitely uses noise to generate these aquifers, as you can find these noise settings for aquifers in the vanilla datapack.
If anyone has any idea of how it might work, even if you aren‘t sure it’s definitely how Minecraft does it, I would really value an explanation.
Thanks.
https://redd.it/1ea6gfb
@proceduralgeneration
Connected Circles
https://preview.redd.it/fx30mtcq06ed1.png?width=3074&format=png&auto=webp&s=0ba2b332e7fb7ab9cf8718f8bc2640982f18ae49
https://redd.it/1e9uj8u
@proceduralgeneration
I included an unlockable mode in my game that allows players to toy around with the procedural generation (both graphical and musical)
https://redd.it/1e8wxb0
@proceduralgeneration
How would you generate Diablo-like items and monsters?
Hi folks, I've seen a lot of information on generating graphical stuff, not much on generating "structural" things, such as gameplay and monsters.
My ideas on this amounts to generating a gameplay stat in a range and picking tags randomly from a list. I see spatial graphical generations using fancy techniques such as noise, derivatives and special algorithms, but I'm not sure how to apply those to generating gameplay content.
What are some cool ideas to explore in this space in your opinion?
https://redd.it/1e8adtk
@proceduralgeneration
ArtStation - Houdini - Berlin Sidewalk Generator Part 1
https://www.artstation.com/blogs/julianbragagna/31yo/houdini-berlin-sidewalk-generator-part-1
https://redd.it/1eq7lni
@proceduralgeneration
Programming Procedural Vines
Hi All, I started following this tutorial by programming chaos: https://www.youtube.com/watch?v=gKNJKce1p8M&t=612s but I am having a hard time recreating those vines in the image. My current code creates upward vines...yes... but in a chaotic way which is not what I want. Has anyone recreated it and willing to explain it to me or let me study your code? Having my own code reviewed would also be beneficial too...Thank you!
https://preview.redd.it/pheix83ybrhd1.png?width=2869&format=png&auto=webp&s=b52febb32b1a7e263a6caf26587a8a781533c9d6
https://redd.it/1eojezg
@proceduralgeneration
My Favorite Tools + Techniques for Procedural Gamedev
https://cprimozic.net/blog/tools-and-techniques-for-procedural-gamedev/
https://redd.it/1eds4pd
@proceduralgeneration
Help with Node placement from a graph
Long story short I am looking for either a resource or some advice on placing nodes on a 2d plane. Sounds simple enough, here is the catch the nodes come from a graph that is guaranteed to be able to be displayed in a planar manner, but the nodes only know about their edges (edges know about head and tail nodes). There is no positional data tied to any node. Has anyone here solved this problem or know anything about how a to solve it. (it has been a long month).
https://redd.it/1ecr556
@proceduralgeneration
3D Tile based mesh generation, UV questions
Hey there. I'm working on a project where I create 3d tiles that I aim to stitch together programmatically at runtime. First off, if you see any issues with this approach, feel free to say so. I'm a noob when it comes to procedural generation.
My primary concern is I want to UV and texture these tiles in my 3d software of choice, but if I stitch two meshes together, how does that effect the UVs? Will I end up stretching the UV or breaking them in some way?
A side question I have is also about using non standard tile sizes, so maybe a 2x2 tile, but then a 2x6 tile.
Thanks for the advice.
https://redd.it/1ebe1pu
@proceduralgeneration
Procedurally, interactive NFC stickers: ID and Scan Count as randomness seed
https://redd.it/1eb62ph
@proceduralgeneration
This isn't a good post but unity froze when it was generating one of my dungeons and I thought it looked cool
https://redd.it/1e9w3fu
@proceduralgeneration
floating world {7/20/24} - python + gimp
https://redd.it/1e8d7fe
@proceduralgeneration
Exploring some different ways to do procedural generation as a constraint satisfaction problem.
https://youtube.com/watch?v=gKNJKce1p8M&si=ykyaYE4PLLaO2CoT
https://redd.it/1e7eoqp
@proceduralgeneration