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procedural generation

where and how do i start procgenning stuff? do i need a beefy pc?

title

https://redd.it/1g8ace9
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procedural generation

Ancient (procedural) alien laneways

https://redd.it/1g7i7nr
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procedural generation

Another agglomeration experiment

https://redd.it/1g6qd3f
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procedural generation

A fully procedural animation rig for my Dragon character - it has a long way still to go!

https://redd.it/1g6mfy7
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procedural generation

Procedurally created Asteroids and Comets using Perlin Noise in Asteroid Colony

https://redd.it/1g6g5xp
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procedural generation

Still Rolling - Perfect Loop
https://youtube.com/shorts/vkZbr8sBmcI?feature=share

https://redd.it/1g6ckv2
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procedural generation

How to smooth between two perlin noise maps?

Hi,

This is going to take a bit of explaining, but...

I'm working on a procedural terrain in unity. Right now, I'm just working on assigning the biomes. I have two Perlin maps used to determine the biome: Temperature and Humidity. Both have three values: low, medium, or high. When the two maps combine, my code assigns a biome. For example, in an area with high temperature and low humidity, I populate a "dunes" biome (the lightest yellow).

This isn't the best system for this (the biomes look wavy and weird, and some of them are cut off sharply) but I can probably deal with that in the future. Right now, I'm more concerned with a problem I've been working on for months: How should I blend between biomes? As it is, the cutoff values are sharp, but I would like a smoother transition because once I generate the height map, every biome is going to have its own method of creating a heightmap, and there will be sharp elevation changes between the biomes.


This would be really easy if I was only using one noise map, but I'm trying to get a decent system set up with two (or possibly even more) noise maps. How should I go about transitioning this?



An example of my prototype biome assigner. Different colors indicate different biomes. There are nine biomes in total.



https://redd.it/1g5yv2n
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procedural generation

a skull made in a pixel shader - no mesh, no geometry, just code

https://redd.it/1g5xi6j
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procedural generation

6-tych, "inaccessible" - python + gimp

https://redd.it/1g5jd96
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procedural generation

I wrote an app for plotters that has a lot of open source procedural art.

a circular maze weighted by an image of wonder woman

https://github.com/MarginallyClever/Makelangelo-software/

Get the latest from Releases or compile the Java yourself. It has 21 ways to procedurally convert a bitmap to vectors, 24 ways to generate line art from nothing, and one way to change a line based on a given image. I just added THR support for sand plotters and now I'm feeling like the app is Done - I've run out of inspo for new styles to add so now it's just bug fixing and the occasional new image format.

I'd like to invite y'all to try it out and PR your favorite style or ping me an idea and I'll give it a shot. Cheers!

https://redd.it/1g52zx5
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I generated a bunch of creatures on https://2draw.me/random_ship_generator/
https://redd.it/1g4rtye
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procedural generation

Procedural Planet generation : Noise generation on very large planet

Hello, I'm currently working on procedural planet generation in OpenGL. I'm using a quadtree system to manage LOD, so my terrain is divided into chunks. My problem arises when I generate a large planet, where the use of world coordinates leads to a significant loss of precision.



I've considered several solutions for representing the surface (floating-point precision, relative coordinates from the previous quadtree level, low precision coordinates), but for each of these options, I struggle to find a method for generating terrain elevation / Perlin noise.



To generate my surface elevation with noise, since it is related to the position on the planet, I think I have to use world coordinates relative to the center of the planet , which isn't feasible due to the loss of precision. I also thought about generating noise relative to a chunk, but the noise wouldn't be continuous from one chunk to another.

Does anyone have ideas on how to solve this problem?

https://redd.it/1g4mts6
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Procedural design app (a vector editor built inside a node graph engine) development update - Graphite progress report (Q3 2024)
https://graphite.rs/blog/graphite-progress-report-q3-2024/

https://redd.it/1g4k7tz
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procedural generation

Procedural Haxagonal (Honeycomb) Maze Generation
https://redd.it/1g4a9s6
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procedural generation

Procedurally animated salamanders with changeable limb count
https://i.imgur.com/JJXdGPT.gifv

https://redd.it/1g430ue
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procedural generation

i made my skull a little shiny - still no mesh, no geometry, just code (...and a cubemap ツ )

https://redd.it/1g869xg
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procedural generation

My work in progress procedural planetary map generator for my upcoming sci-fi survival game. What do you guys think about it?

https://redd.it/1g7gmmy
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procedural generation

WASP-49 b and its highly possible moon spewing gaseous sodium into space
https://redd.it/1g6nlb9
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procedural generation

Proceduraly generated planets in Blender EEVEE
https://redd.it/1g6ku8q
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procedural generation

After 4 months of late nights, I’ve finally finished it! Introducing EZ-Tree: a free, open-source, procedural tree generator
https://youtu.be/Ns_Bhwx3hNQ

https://redd.it/1g6dfx7
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WIP Junction geometry generation on intersecting curve-based roads

https://redd.it/1g672uh
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Suggestions for procedural generation of street layouts

Hi again!

For starters, thank you all for helping me with my other question! Turns out I was just overstimating how resource intensive the reading from an image operation would be, but investigating through some of the suggestions was very entertaining.

Now I come with a more specific question and it is what algorithms could I leverage to generate street layouts procedurally. By street layouts I mean the "shape of streets" and the "plots" left inbetween them. Patterns like modern grid layouts, and older more organic shapes and radial patterns is what I'm looking for (not necesarily achieved by a single algorithm)

Can it be done? Suggestions? Since I bumped into this reddit by miracle I'd also love to know if anyone has some other pages, subreddits, communities or similar to know more about procedural generation specifically for game development.

Thanks in advance!


EDIT: For anyone wondering, yes, this is still FOR Minecraft, but I can take care of how to blend it in with the generation system once I have this cleared out

https://redd.it/1g5xiqt
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Call for Papers EvoMUSART 2025 — Until 1st November!
https://redd.it/1g5qp7w
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procedural generation

Noise Driven

https://reddit.com/link/1g54uvj/video/rf1jxyu4k5vd1/player



https://redd.it/1g54uvj
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procedural generation

doc-avatar: Tiny web component that shows a unique SVG based document icon depending on a name.
https://github.com/pachacamac/doc-avatar

https://redd.it/1g4ys8r
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procedural generation

I generated a bunch of creatures on https://2draw.me/random_ship_generator/
https://redd.it/1g4rtye
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procedural generation

I made a free tool for 3D texturing via A1111 StableDiffusion procedural synthesis. It runs on a usual pc - no server, no subscriptions. So far I implemented 360-mutiprojection, auto-fill, image-style-guidance.

https://redd.it/1g4l4jl
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procedural generation

SDF: domain repetition

Hi, I'm following a technique from Inigo Quilez, finite domain repetition. It works very well if I keep the distance for every instance the same, but I'd like to shorten the steps in the Y direction, like shown on the image. I'd like to copy that non emitting object, but it right in between the emitting objects. I've tried a couple ways, for instance, give X and Z the same modulo calculation, but Y a different one, I get crazy glitchy artifacts. I've tried using the ID per copy (that would be a vec3 based on the rounded coordinates, like mentioned in IQs article: https://iquilezles.org/articles/sdfrepetition/ . But when I decrease the distance in the Y direction, it clips the object. Did some research here and there, and I think it has something to do with 'entering the next domain', but I'm having trouble understanding the problem, and as a result, how to fix it.

https://preview.redd.it/oe3lk983bzud1.png?width=1842&format=png&auto=webp&s=7429ad9905287955b4a2748b68d972ab28f318d1



https://redd.it/1g4hdvc
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procedural generation

A simple brick building generated with ordered rewrite rules.
https://redd.it/1g49cng
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Twisting

https://redd.it/1g3ohkz
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