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procedural generation

Procedural road (path) generation

I’m building a mod for the game Valheim that will add procedural roads to the world during generation. I’m struggling to figure out how to smooth the road across existing terrain.

For context, the terrains height map is already generated when I place my roads. So I need to smooth + paint the terrain to make a road.

I’m struggling to conceptualize how I can actually make a the road (dirt path) look natural and follow the terrain height changes. Does anyone have suggestions or references for this?

https://redd.it/1gfr2hp
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Ray Tracing on MSDOS
https://redd.it/1gf7eop
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procedural generation

Made some updates to my procedural planetary map generator: Now the map dynamically generates clouds and storms (also procedural), plus I've added a day-night cycle!
https://youtu.be/KdflosPnM-4

https://redd.it/1ged0to
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Early look at some map generation for a Fire Emblem style tactics game. Still work to do, but I'm loving it so far!

https://redd.it/1ge6cgf
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procedural generation

Procedural island
https://redd.it/1gdeds2
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procedural generation

permutation city #2
https://redd.it/1gd7oav
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My first procedural planet, I'm so happy!

First of many.

This is such a happy day, I managed to make a procedural planet after years of on and off procedural terrain programming as a self taught programmer. I don't care that it doesn't look proportionally realistic, I just took a screenshot and wanted to share! I'm so happy. This is the only community that can understand how much this means. I can make infinite planets now!

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

Menger Sponge Fractal
https://youtube.com/shorts/rEeBCgfmn_8?si=PaaTlrEEHzrlqvAH

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

Clouds

https://redd.it/1gckr5r
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procedural generation

Sierpinski Fractal Pyramid
https://youtube.com/shorts/JB23PkTLV54?feature=share

https://redd.it/1gal16l
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procedural generation

My "DULL SKULL" got a brain now - still no mesh, no geometry, only code in a fragment shader

https://redd.it/1ga9die
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procedural generation

near, yet far - python + gimp
https://redd.it/1ga21q2
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procedural generation

A Fluffy Loop
https://www.youtube.com/shorts/vzbcHaHqxok

https://redd.it/1g9cw11
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procedural generation

Grammy Award winning music producer !llmind just created an AI music production tool called LoopMagic for procedurally generating copyright-free loops and sounds
https://youtu.be/7opYGMAObpc

https://redd.it/1g8z6nz
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procedural generation

Real time procedural pavement material

https://redd.it/1g8ob8l
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procedural generation

totem & taboo - python + gimp
https://redd.it/1gfhkgv
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procedural generation

I made a hex world map generator

I have wanted to learn game development and procedural generation for a long time. I was playing game called Shadow Empire and got inspired by the planet generation in the game and I decided to try create a similar planet generator using Godot as the game engine.

I spent about two weeks working on this, and learnt a lot about Godot and game dev and proc gen in general. I also spent way too much time studying physical formulas such as ideal gas law or how to calculate escape velocity.

The generator tries to simulate various physical phenomena and then represent the simulation as a hex based world map. The features include:

Tectonic plate movement
Sun irradiance
Planetary winds and Hadley cells
Surface ocean currents
Atmosphere composition
Greenhouse effect

The project is very much a prototype and not a finished product. I hope you have fun generating and exploring the worlds. Please let me know if you have any questions or feedback.

Planet Hex: https://zeikk0.itch.io/planet-hex

https://redd.it/1gf56d9
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Need help with generating a 2D infinite procgen platformer map
https://redd.it/1ge7ekh
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procedural generation

Cellular Automata - Height Map Generation
https://redd.it/1ge21fw
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Moving through space

https://redd.it/1gda89e
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Procedural generation of TTRPGs parties

Hi, i am thinking of a topic of my thesis at uni, and i thgought about procedural generation. I know very little about it so i want to ask you if what i have in mind is possible.

I though about a web application connects through API with an app that procedurally generates ttrpg (DnD 5e in my case) parties. How would it work: end-user inputs some parameters about how his party would look (if it's either good or bad leaning, if it should be balances id combat or good in social situations, so on and so forth), then such parameters would be sent through API in json format to the app that procedurally generates the party based on the generation rules and sends back the output again in json format to display on the web app.

And here's my question. Imknow very little about procedural generation. How possible would be such thing? I know it is mostly used for textures/terrain etc. but i thought it would be fun, since some of my cources included NLP and data science. Also i though it would be a cool idea to connect two of my hobbies.

When it comes to where it would take the data for generation from, i think i got it sorted, because i would base my work on DnD 5e rules.

So my question here is how possible would it be for me to do. I have a decent experience in creating web apps, i'd say good knowledge of python. I plan to use Django framework with PosgresSQL for storing and filtring data for generation, Redis for cache and optimizing generation algorithm. And Django Rest Framework for data sending.

What other technologies would you recommend me to use? And what good sources for learning procedural generation do you suggest. It won't be aa big project so i don't think i need to delve very deeply into it, i thought it would be fun to learn something new while writing a thesis.

Thanks in advance for all answers!

https://redd.it/1gd7x0c
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Happy (procedural) Halloween (C++/OpenGL/GLSL)
https://youtu.be/VyqDVyMQ_RI

https://redd.it/1gcsbxg
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How to generate and store a really big procedurally generated worlds in memory?

If someone knows some examples / case studies / papers about generating and properly saving really huge worlds without save-files taking up 100+ GB of disk space I would be very thankful if you will share your knowledge.

TL;DR How to properly generate and save huge procedurally generated worlds (in-minecraft-scale: 32768 blocks x 32 768 blocks x 32768 blocks for one "region")?

So, let's say we are talking about Minecraft-like or DF-like game, where we want to generate earth-like worlds 1:2 scale (or at least close to it).
We want our 'blocks' to be 0,5m x 0,5m x 0,5m.
Our min height = - 16 384 m = - 32 768 blocks
Our max height = + 16 384 m = + 32 768 blocks
And we want to have a finite world with pre-determined size, for example:
16 777 216 m x 16 777 216 m = 281 474 976 710 656 m2
or in blocks:
33 554 432 blocks x 33 554 432 blocks = 1 125 899 906 842 624 blocks

Obviously we won't generate and save it all it once, but in chunks like in Minecraft. So, just for example I will define measurements:
1 block = 0,5m x 0,5m x 0,5,
1 chunk = 512 blocks x 512 blocks x 512 blocks
1 chunk-group = 4 chunks x 4 chunks x 4 chunks
1 region = 8 chunk-groups x 8 chunk-groups x 8 chunk-groups
1 region-group = 4 regions x 4 regions x 4 regions

And our whole world is 512 region-groups x 512 region-groups.

So if we will assume that we are using minecraft-style generation and saving we will have the following memory needed for saving our world if i understand correctly:
1 block = 2 bytes
1 chunk = 1 073 741 824 bytes = 1.07 GB (which is already too much)
1 chunk-group = 78.40 GB
1 region = 246.72 PB
and there is no point in counting further, even with 10x compression we will have an unimaginable file size.

So, obviously, no player will ever have time / ability to explore all the chunks of the world, but the problem rises far before he is reaching the limits.
I want to generate these regions only when player will enter them / interact with them, so I don't need to generate the whole world, but the problem is that the player can and will enter a lot of "regions" and if he will change something in those regions I will need to save information about the changes. Changes can be anything from building a hut on top of a 16k blocks high mountain, to erasing that mountain to the ground entirely.
And the effect that I want is that the player can see far into horizon into yet-unloaded (fake LOD-terrain) or already loaded-before regions (with very low-poly LODs).
I thought about generating only visible first layer chunks of the world which are determined by Z-level when player is loading into location (like only surfaces of ground, mountains, etc.) and generating everything else after that durning gameplay. But it is still at least 134 million blocks to generate for one chunk, infinitely more for 1 chunk-group and infinitely-infinitely more-more for 1 region and unimaginably more for 1 region-group. Then I thought about generating only cover-layer, but it is still as much as 262 144 blocks to generate per chunk, 4.2 million blocks per chunk-group, 268.4 million blocks per region and 4.3 billion blocks for max render (region-group).

So my question is. Is it possible at all? Is there any way to efficently generate such wast landmasses (like 32km x 32km terrain with elevation from -16k to +16k, or at least generate it in chunks with sizes = 256m x 256m with elevation from -128m to +128m)? And adequately save all changes across a lot of different regions that are that big?
I am only starting to learn this stuff and coding in general, so sorry in advance if something seems stupid in my assumptions :)

https://redd.it/1gcqcjr
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Flying in an infinite procedural world generated with Infinite Lands in Unity HDRP

https://redd.it/1gc2814
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3 Weeks Left to Win up to $10K in Open Source Houdini Competition

Hi Everyone!

My company Mythica makes and curates Open Source Procedural (mostly Houdini) tools.

There are just over 3 weeks left in the first of our ongoing series of open procedural competitions with large cash prizes to the victors.

Our first open competition has competitors crafting tree asset generation tools in Houdini. The contest is open to anybody in the world over the age of 18 and all submissions (including the victors) will be made open source and commercially licensed for anybody to use, free of charge.

Signups and submissions are all handled through our Discord: https://discord.com/invite/mythica

Come Join the Fun!

https://preview.redd.it/vmv0ord19kwd1.jpg?width=1478&format=pjpg&auto=webp&s=574c56cc968278dc819c966dc8fecf6fa894ed72



https://redd.it/1gajnvz
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Assamic Script

https://redd.it/1ga6v68
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procedural generation

2d particle simulation in pythonista

https://redd.it/1g9yot4
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procedural generation

3D Grid Simulation in Pythonista

https://redd.it/1g961hv
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procedural generation

Custom dungeon alghoritm inspired by random walk, tree. It is mostly random walk with more constraints as well as a tree structure to have a direction to go in! White boxes are hallways, green represents rooms and red represents deadends. There is definility more to add with this alghoritm

https://redd.it/1g9068b
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Marching cube terrain for exploration (Unity)

https://redd.it/1g8dmce
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