Could someone imitate this in a way that Aristotle would approve of?
https://redd.it/1gl76f4
@proceduralgeneration
Top down Tile Based Procedural Generation Help
My friends and I have recently started a project on unity. We want to make a simple sandbox / survival game with a tile based, top down 2d perspective. In trying to generate terrarin I've run into a few problems and being new to unity haven't been able to resolve them really and looking around online I can't find any resources on what I am trying to do (probably because I don't know what to search).
* I want it to be efficient, initially I tried with game objects but realised they aren't as efficient I probably need. I have heard the tile system in unity is good but I'm not sure where to start there as most videos covering procedural generation use meshes or game objects
* I also would want it to be able to handle height. For example cliffs running around the terrarin, but not just as an illusion of height but as an actual thing you can dig into and will have roof tiles above you.
* Lastly I would want to plan for the future with a chunk system, do I have to implement that from the start or can you save it for later?
Thanks in advance for any help, sorry if this is common knowledge I just haven't been able to find much info on the specifics I've listed. Also any additional info / tips on terrarin generation or unity as a whole would be very helpful.
https://redd.it/1gkvwa5
@proceduralgeneration
Upcoming games with interesting or mindblowing procedural generation?
Hey. I just wanted to ask you all what are in your opinion upcoming games with the most interesting procedural generation? Mine would be SNØ: Ultimate Freeriding, Sigil of Kings, The Wayward Realms, Incarnata: Dormant Stories and Streets of Rogue 2
https://redd.it/1gkfcrr
@proceduralgeneration
10 Days Left in Open Source Tech Art Challenge with 10k in Cash Prizes!
Hi Everyone! My company Mythica makes and curates Open Source Procedural (mostly Houdini) tools.
We have 10 days left in our first in an ongoing series of open procedural competitions with large cash prizes to the victors. Our first open competition asks competitors to craft tree asset generation tools in Houdini. The contest is open to individuals and small teams around the world and all submissions (including the victors) will be made open source and commercially licensed for anybody to use, free of charge.
Sign-ups and submissions will be taking place on our Discord Server https://discord.com/invite/mythica I hope to see you there!
https://preview.redd.it/lkxappzgz3zd1.jpg?width=1478&format=pjpg&auto=webp&s=aa309fa2456098cd87300649a7d710b9cb38e603
https://redd.it/1gkajet
@proceduralgeneration
Bio
https://reddit.com/link/1gk1ony/video/mtwu1k55h1zd1/player
https://redd.it/1gk1ony
@proceduralgeneration
Struggling with Cross LOD Seam Generation in Procedural Terrain—Any Advice?
I'm currently working on a procedural terrain generation system and implementing a solution for cross LOD seams. My approach involves snapping the edge vertices of high LOD chunks to the adjacent lower LOD chunk edge vertices, which has been effective in many scenarios. However, I've encountered some edge cases where the high LOD vertex does not have a corresponding adjacent low LOD chunk vertex. In these situations, the system defaults to a non-cross LOD solution, leading to inconsistencies in the terrain appearance.
For context, my LOD system maintains a constant chunk resolution between LOD levels, but the chunks are scaled by powers of two to cover larger areas.
https://preview.redd.it/pmvsut2tvryd1.png?width=979&format=png&auto=webp&s=ca159a6c56381efca5304746931060888908405a
In the image above, the blue cube represents a samplig cell in the lower LOD chunk, and the green one represents the sampling cell in the higher LOD chunk. Each sphere on both cubes indicates the vertex position, determined by averaging the density values within a sampling cell.
In this instance, the higher LOD vertex wasn’t aligned with its counterpart in the lower LOD chunk because the higher LOD sampling cell lacks direct adjacency to any cell in the lower LOD chunk. This lack of direct adjacency results in a visible seam, as there’s no low LOD vertice to align with.
One potential solution to address this issue is to consider diagonal adjacencies when direct neighbors are missing. However, this approach would increase the complexity of the code, and I’m hoping to keep the solution as streamlined as possible.
I’d like to know how others have dealt with similar edge cases or others! If you have any tips or alternative approaches for achieving seamless transitions between LODs, please share!
https://redd.it/1gj10ql
@proceduralgeneration
Have any of you guys ever used a software called Flashback?
I just recently downloaded this software called Flashback, it's a software where you can make psychedelic visuals as well as audiovisuals. I can't find any information how to actually use the software. Have any of you ever used it?
https://redd.it/1giwlt5
@proceduralgeneration
Cryptic clues to in-game riddles / puzzles (think Myst, Tunic, or La-Mulana) - except they're all procedurally generated
https://redd.it/1ghuvs9
@proceduralgeneration
[flash warning] expand <--> contract - python
https://redd.it/1ggww8l
@proceduralgeneration
Collection of some procedural experiments
https://soham-saha.github.io
https://redd.it/1gg92jz
@proceduralgeneration
Abstract landscape made in Unity with a cube, GPU rendering, and a single shader
https://redd.it/1gfxc3c
@proceduralgeneration
Minecraft is the pinnacle of prog gen
My background is simple. I am not a developer and I understand prog-gen-tech just on the surface. But I am one of the few gamers that love procedural generation from the bottom of my heart and I think the potential of this feature for game development is not nearly fully explored. The thing is I hate minecraft as a game. It's just not my type of genre. But I have a lot of respect for the modding community around this game and especially for all the mods that enhance the procedural generation of the world. Sometimes I load up Minecraft with Terralith, Tectonic and some mods that implement some structures and then I just admire what this game creates through the creative mode and I just love it. I can enjoy the landscapes these mods can creative like art. Somebody else with the same fetish? XD
https://redd.it/1gld7h4
@proceduralgeneration
Someone called my procedural city project an asset flip, so I made a video detailing the actual geometry I use to generate it.
https://www.youtube.com/watch?v=sCnJ9tArbYQ
https://redd.it/1gl1e8d
@proceduralgeneration
pixelated textures on procedural generation in unity
does anyone know how i can fix the weird pixelated textures in unity?
Processing img i4r6p78ue7zd1...
Processing img x7qeh64ve7zd1...
it looks like the first one but i want it to look like the 2nd one, any ideas?
https://redd.it/1gkpmbp
@proceduralgeneration
Submission for procjam 2024 : A procedural roguelike low-poly layout generator
check it out here: Rogue-Like Path Generator
https://reddit.com/link/1gkav6l/video/2ufbdyi524zd1/player
https://redd.it/1gkav6l
@proceduralgeneration
Playing with google mediapipe image segmentation + custom shader
https://redd.it/1gk3y7t
@proceduralgeneration
Hexagonal Tile System for Procedural Island Generation
Does anyone know how to get rid of these seams in unity? I'm using a texture atlas to store the textures, I made a Minecraft clone a while back that had the same problem, but it didn't look as bad.
https://redd.it/1gjaozd
@proceduralgeneration
Procedural birds - now interactive and online
https://sdevet.itch.io/quiet-city
https://redd.it/1giyfe2
@proceduralgeneration
Procedural spherical voronoi with borders
https://redd.it/1gipqm5
@proceduralgeneration
Procedural planet update. Fully connected meshes with correct normals.
Seamless planet mesh
I finally did it, after days of trying to figure this out, I managed to connect all meshes with proper normals with no seams. Each face of the cubesphere is 30x30x30x30 i.e. 30x30 chunks of 30x30 size, totaling a woaping1 million vertices.
light epilepsy warning at the end, sun rotates very fast.
I included a video to show specular highlight consistency across meshes by moving the sun around.
I solved the normals problem, by caching existing normals in a dictionary with the keys being the vertex coordinates in 3D space, I then updated all meshes that shared those vertex keys in a loop, I had to create a custom data type to store all the info I needed, including an ordered list so I could remove unnecessary data.
My solution isn't good, because it is very complex, solving this by just creating extra geometry for normal calculation, SHOULD be easier to build and to understand, my system is quite messy, but it works. I'll be uploading it to github, once I feel happy with the visuals(easy, just tweaking and some features).
https://redd.it/1ghz2nn
@proceduralgeneration
We've finally made a trailer for our co-op horror game based on procedural generation in mines. Environment, tunnels, puzzles, NPCs are based on noise layers, modified DFS
https://redd.it/1ghu4rz
@proceduralgeneration
Ascii Fireworks ; song : scars(Novelent)
https://redd.it/1ggzom0
@proceduralgeneration
Recreating t3ssel8r's procedural terrain generator (see comments for more details)
https://www.youtube.com/watch?v=mZjSmJ3dxHw
https://redd.it/1ggw6o5
@proceduralgeneration
"Pulse": An experiment in procedural art
https://redd.it/1gge4fr
@proceduralgeneration
How to do uniform point distribution on an infinite grid
https://www.boristhebrave.com/2024/10/30/infinite-uniform-point-distributions/
https://redd.it/1gfsa0e
@proceduralgeneration