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procedural generation

Soulful Sunrise over Psychedelistan 🔆 Trippy Kaleidoscope Animation made procedural in blender Shader Nodes with my own music
https://www.youtube.com/watch?v=G0tBT1RukxM

https://redd.it/1h7bylu
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procedural generation

Hana

https://redd.it/1h6z6sp
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procedural generation

I have base meshes for my procedural houses! 🏠

After a full day of tinkering to create a roof generator algorithm, I now present badly textured, procedural houses! 😉

There is still a lot further to go. The missing chunks in the roof I want to fill in with balconies or smaller roof pieces. The houses themselves definitely need better uvs. But once I have that, then I can add the fun stuff like doors, windows, and beams.


Here is a breakdown of my roof algorithm...

1. Take the ground points (the yellow dots 👇) and draw a line to their second nearest neighbors (red lines)

2. Find the intersections of these lines (the blue and red dots)

3. Filter the intersections by keeping the most square intersections (good intersections in blue and bad intersections in red)

4. Then use these good intersections to create an arched roof piece

5. Rotate the roof pieces with their intersection crux


Then ta-da, drawable houses with roofs! 🙂 ...I forgot to mention, the walls are just the yellow ground points extruded upwards. Hope you find this useful. Happy Unitying!

Various house shapes I am using to test my script with.






https://redd.it/1h6vzz4
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My second attempt at procedural houses...

My first try was putting a bunch of pre made blocks together. It worked quite well for the walls, but did not give me as much control as I wanted. The roof was really difficult to put together as well, and the combination of these factors made me try a different solution. So, I am now using a point based system for it. I can click on the ground to define my walls, and these are then extruded upwards to create the mesh. I ended today working on an algorithm for defining the roof peaks. In the picture below is my walls in green and the white lines are the roof peaks. Hopefully I will have some meshes tomorrow. 😌

https://preview.redd.it/7rq647r93r4e1.png?width=1344&format=png&auto=webp&s=f42c4aabaf4f62e4feec32778a4b5a99ba043412



https://redd.it/1h66oph
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The main questline can also contain randomly generated parts. Here are three examples.

https://redd.it/1h5p387
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How can one do this?

So I've been trying to find something but no luck in my Google searches. I'm wanting to make a that is made in real time as the player moves and there's like a range from the player where it creates and deletes prior parts of the maze. Something that would make it feel infinite and always changing so even if you back track the maze isn't the same as when you passed by it prior. Is this even possible?

https://redd.it/1h58oti
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Real-time simulated tectonics - Rock 3 update preview

https://redd.it/1h4t7pt
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Beach generation, second attempt, edge generation

https://redd.it/1h4cw70
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Battlemaps for DnD or other TTRPGs

I see that there is https://watabou.itch.io/one-page-dungeon linking to this sub.

The problem with that is that I am looking to create ready to print battlemaps.

Currently I am trying to see if stablediffusion will create maps of the right proportions and locked into a grid structure, and am having some initial success...

If anyone has a better way? I just want to make randomised locations for a random dungeon crawl.

So far I'm on a lot of miss and this one almost hit.

https://preview.redd.it/5dilm8hnr44e1.png?width=1152&format=png&auto=webp&s=a47bf36e4894438360f136eeb317de0cfa7fb568



https://redd.it/1h3qhna
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Infinite Point Distribution methods?

is there a method for distributing points randomly but with a minimum distance other than Poisson Disk sampling? this is for tree placement in a game i’m working on, my current method is to generate a large poisson disk sample that is then tiled to choose tree positions on an infinite world, but i feel like there’s probably a better approach

https://redd.it/1h2uqpr
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long lines - for being easy on the servo... (rendered vs plotted)

https://redd.it/1h1y4af
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A recreation of t3ssel8r's 3D pixel art terrain
https://www.youtube.com/watch?v=_RAc_Pro2kY

https://redd.it/1h1nbkn
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Procedurally generated terrain, creatures, and textures for a physics-based roguelite

https://redd.it/1h13u6s
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The Eternal Quest - A Retrowave Loop
https://m.youtube.com/shorts/nmJUGgNtTtU

https://redd.it/1h0npaj
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Soulful Sunrise over Psychedelistan 🔆 Trippy Kaleidoscope Animation made procedural in blender Shader Nodes with my own music
https://www.youtube.com/watch?v=G0tBT1RukxM

https://redd.it/1h0d7tk
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procedural generation

Discontinuities in Curl noise

https://redd.it/1h762i0
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Combination methods for noise generated height maps? (pic included)

Cross posting from r/voxelgamedev bc community here prob has good experience. I'm working on a MC style clone and have 3 noises; one for land/sea (medium frequency), one for erosion(low frequency) and one for mountains/rivers(high frequency). all 3 noise values are sampled from their own configured splines. I then am taking the land noise sample, saying it represents a max terrain height, and then using erosion and mountain noise samples as multipliers for that terrain height. For example,

cont nosie sample = 150 terrain height

erosion multiplier = 0.1

mountains = 0.5

final terrain height at this point = 150 * 0.7 * 0.5 = 52

This is a simplified version of it but the basic idea. I'm doing some things to modify the values a bit like ease-in-out on mountain sample based on erosion ranges, and i also do interpolation in a 5x5 lower resolution grid to ensure jagged edges arent all over the place where terrain height quickly changes.


Basically my question is, is there a more intuitive way to combine 3 spline sampled noise maps? My results aren't bad, i just feel like im missing something. Screenshot attached of a better looking area that's generated via my current method

https://preview.redd.it/76eqcbvevx4e1.png?width=2568&format=png&auto=webp&s=1788da9e9aa8eaad1ef2eca210f7c860d4f4947a



https://redd.it/1h6y5ad
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This is how Mandelbrot set with 23 iterations without a loop looks like

https://redd.it/1h6ibyf
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YouTuber Implements Wave Function Collapse Algorithm in 3D Context to Make Castle Builder Demo in Godot
https://www.youtube.com/watch?v=RtUSqDuHq98

https://redd.it/1h5qor8
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procedural generation

Working on a procedural house generator for my game.

I thought it would help me add more variety to my villages and speed up the modeling process. I still need to work on the roof and add some doors and windows, but so far I am quite happy with how it's going. I made several 2x2 pieces in Blender and used GPT to help me script the placement algorithms. I would like to make it as high quality as the buildings I modelled by hand in the back.

My progress so far in Unity.



https://redd.it/1h5gbaf
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Hypnotic refuelling in long-abandoned procedural alien laneways (+audio)

https://redd.it/1h54czc
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flow_state - python + gimp
https://redd.it/1h4oesd
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Another showcase the stylized terrain system and editor I've been working on (open source)

https://redd.it/1h3uubr
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Procedural snow! Hope the cold season is treatin' ya'll good :)

https://reddit.com/link/1h3fkhe/video/kipslsi9a24e1/player



https://redd.it/1h3fkhe
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procedural generation

I wrote a 2D photoshop-like graphics app that allows for procedural image generation, here's a procgen islands with 4 seasons animation I made in it

https://redd.it/1h2mlqr
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How to improperly use Procedural Alley 2.0 in Blender with Unity3d?

Hello, I created a level using the Procedural Alley 2.0 add-on from Blender Market. However, every time I export it as an FBX and import it into Unity3D, the asset lacks the materials and textures. What is the correct method to import an asset created with Procedural Alley 2.0 into Unity3D?

P.S.: Upon extracting materials from the imported asset in Unity3D, they all appear without albedo textures and normals.

https://redd.it/1h1w0zy
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I made my first planet!
https://redd.it/1h1j89j
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11/27/24 - python + gimp
https://redd.it/1h0yhv2
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Reactive/generative 3D geometric shapes pt3

https://redd.it/1h0kcc9
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How Would One Create Arbitrary 2D images made of non-overlapping Lines?

What's in the title, To give the background real fast, I'm creating a magical language that I would like to have some symbols for- I don't want to repurpose another languages symbols, rather I would prefer to have a program that I can turn on, have it generate a series of squiggles, and then comb through said squiggles until I find one I like best for a given magical word.

What is My Desired Outcome: something that will start from a zero point, extend a line from point Zero by X (a range of lets say 1-10) units along a grid, then create a new Point, choose any direction (that doesn't overlap with an existing line) and start extending a new line for another 1-10 units, rinse and repeat. The goal is to create what could be called Runes, Wards, Sigils, or Glyphs.

What I am asking of you all:

1. what program/language would be best to achieve this? or does someone know of an online tool that does this?
2. is there an easier way? absolutely want to know if I'm over/under complicating this whole thing.

I am NOT asking someone to do the work for me here. I'm happy to learn if I must, or if someone happens to have the code just laying about that does this or something like it I will take it.

why I'm asking: I have a track record of trying to solve a problem without knowing someone already created a free tool that does the solving for me, and I'm tired of it. absolutely no idea what to google with the thoughts in my mind

Crossposted here on recommendation from redditors in r/GraphicsProgramming

https://redd.it/1h06a0r
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