99
Created by @r_channels
Endless procedural terrain generation in Unreal Engine: Tutorial in comments
https://redd.it/13hgb87
@proceduralgeneration
I've implemented Python Scription Editor in my procedural 2D/3D engine and exposed all the procedural images and mesh modules
https://www.youtube.com/watch?v=tVjgV3_kxzw
https://redd.it/13h8rsr
@proceduralgeneration
Procedural tree generation
https://redd.it/13h5fx8
@proceduralgeneration
Walk-cycle animation/ procedural tool / shader for MagicaVoxel / Voronoi 3d texturing / model-transformer/ to create various real and fantastic animals in motion.
https://redd.it/13gc02e
@proceduralgeneration
Put together a selection of my favorite goods that I think you will love
This toilet cleaning brush is an excellent investment. It exceeded my expectations with its size and durability. Definitely worth the purchase!
https://shr.temu.com/spCbwKVM721eb0
https://redd.it/13fn989
@proceduralgeneration
wavebreakers
https://redd.it/13eturv
@proceduralgeneration
Learn Math Behind Procedural Texturing
Hey everyone!
I've created a video about fundamental math for procedural texturing. I plan to create more episodes focusing on the more advanced stuff.
The idea of the series is to be completely software/programming language independent and rather build theoretical concepts and let the implementation on the viewer.
I hope it will be helpful to someone! Feel free to leave me feedback on what I could improve or cover in future episodes.
https://www.youtube.com/watch?v=LLZfay5e6oI
https://redd.it/13eknqt
@proceduralgeneration
Swirly noise function
Just wanted to show of some swirly 3D gradient noise function I found, could be used for some fun things
​
https://preview.redd.it/x0uh28u272za1.png?width=764&format=png&auto=webp&v=enabled&s=00a12f6b1609c210a453fb0065e030592cf755db
Here's compute shader used to generate that texture
https://github.com/NoosCrim/SwirlyNoise
https://redd.it/13e1zq4
@proceduralgeneration
How we control our procedural shader animations in our game.
https://redd.it/13djsno
@proceduralgeneration
My music generation program made this kinda 60's style song! "A Fool For Her"
https://redd.it/13bzsf9
@proceduralgeneration
Filling knots
https://redd.it/13br1f1
@proceduralgeneration
hey. i've made a generative universe that runs in your browser. always hit the generate button. every planetary system is retrievable by the seed you see in the input-field. try yourself - there's a lot to discover! https://pocketverse.net
https://youtube.com/watch?v=BAWI0Mgd2_E&feature=share
https://redd.it/13b6adx
@proceduralgeneration
Flaming Sword in Houdini 19.5 | Houdini Fire Tutorial | Houdini Tutorial
https://youtu.be/405sFU7kqE4
https://redd.it/13apluy
@proceduralgeneration
Procedurally generated fantasy worlds
https://redd.it/13am2t5
@proceduralgeneration
Wave Function Collapse implementation in Java For anyone interested :)
Link to github repository
​
https://i.redd.it/9fc0p1kic9ya1.gif
https://redd.it/139ympz
@proceduralgeneration
This Procedural Generator was my submission for the final coursework in my studies for Game Design and Development. The Office- and Room- layout but also Interior sets are procedural generated. Feedback is greatly appreciated!
https://youtu.be/L4P_WFi6Y9U
https://redd.it/13ha87s
@proceduralgeneration
Time-lapse of procedural growth
https://redd.it/13h7x3q
@proceduralgeneration
Procedural endless landscape made in Unreal Engine 5. Let me know what do you think please
https://redd.it/13gin4h
@proceduralgeneration
Procedurally generating tracks based on AI generated tracks (from Stable diffusion to unity)
https://redd.it/13g3jdj
@proceduralgeneration
I burnt myself out on my procedural generation project (C++) here's a video collage whilst I recover
I wanted to put a video out as I found a really nice track but didn't have much left in the tank so here it is in all its crudeness: https://youtu.be/45c7IaSjuj8 . Going to take a break and then work on the next big feature. Beware your side-project, it'll take as much as you have (but IMHO is a great pleasure, education and worth the effort - something to get up for in the morning).
https://redd.it/13eyqgm
@proceduralgeneration
Has anyone used WFC to generate stories or text in general? The linked paper uses it to compress images. Models like GPT are good at it, but really heavy and unpredictable (goes out of character). I need a story generator I can run on a DOS PC, which still produces a good variety of stories.
https://adamsmith.as/papers/fdg21-neurosymbolic.pdf
https://redd.it/13ek83f
@proceduralgeneration
How I made a procedural Dungeon
https://youtu.be/eDPFCKcohWI
https://redd.it/13efn4b
@proceduralgeneration
Blender - Procedural Medieval Castle Generator
https://redd.it/13dow4o
@proceduralgeneration
My music generation program made this 60's style song! "A Fool For Her" What do you think?
https://redd.it/13c50yz
@proceduralgeneration
wood or water?
https://redd.it/13bv2n0
@proceduralgeneration
Perlin noise + handcrafted rooms for my open-world Forest Fire game
https://redd.it/13bpej1
@proceduralgeneration
Animated Procedural Symmetric Patterns (Source in comments)
https://redd.it/13b2vbg
@proceduralgeneration
sea of blisters
https://redd.it/13ap4xp
@proceduralgeneration
How to detect and fix isolated terrain (islands or lakes) in a tile-based terrain?
Hey, I'm making a game with procgen for the terrain. It's a boat game, so the player can traverse the water. In my generation, I sometimes get isolated "lakes", which I would like to avoid so that the player can reach all the water on the map. Here are a couple examples, with the lakes I'd like to avoid circled in red: https://imgur.com/a/GgZVsCV
I am using WFC to generate the terrain, with pretty much a copy-paste implementation of the original WFC implemented into Unity.
1. How do I detect these lakes in code?
2. How do I fix them?
3. Should I do this as part of the WFC propagation, or is it better to do it as a post-process step? My worry here is that doing it at WFC propagation might be very expensive and take a lot of time.
I thought of a couple of solutions, both being post-process solutions.
"Paint bucket tool": Essentially just take any random water, and use the same algorithms that paint (or others) use to fill images based on the tile. If there is still water that I didn't "fill", then I have a lake. This is only the detection step, but it seems fairly cheap.
A pathfinding: The unsailable terrain would just have very high costs, meaning it will only go over that terrain if it can't find another path. If unsailable terrain is then on this path, I would just replace it with water to create a pathway. Perhaps this could even be combined with the above, and use the above as a cheaper broadphase and A as the narrowphase (which I would of course need to benchmark to see if I even have to).
Are there any other solutions to this? Maybe something I can do as part of the WFC propagation. I'm not very familiar with the algorithm, so any input is appreciated.
Bonus points if you can also help me make my map non-square, but still have a outer border.
https://redd.it/13al3eg
@proceduralgeneration
Springtime inspired me to try a simple approach to procedurally generated flowers.
https://youtube.com/watch?v=DwfMg4ISkvo&feature=share
https://redd.it/139t796
@proceduralgeneration