Created by @r_channels
Accelerator // Me // 2023 // animated version in comments
https://redd.it/14pnfg1
@proceduralgeneration
Reinventing Minecraft world generation by Henrik Kniberg
https://www.youtube.com/watch?v=ob3VwY4JyzE
https://redd.it/14pf7wa
@proceduralgeneration
Map Generation by Diamond Square with Shading and Raycasted Shadows.
https://redd.it/14pd3dd
@proceduralgeneration
Simulating heat and element interactions in a procedurally generated world map (day night cycle)
https://redd.it/14osohg
@proceduralgeneration
Procedural Tree Generator - Free Pixel Art Tool
https://redd.it/14oc7do
@proceduralgeneration
Fractal Photo Shoot
https://redd.it/14nmwh8
@proceduralgeneration
Procedural terrain (Mesh) generation with Unity Engine
I am currently using unity to create an infinite terrain system, i have been trying to increase performance so i moved to parallel for Jobs for the mesh generation however since this the mesh is shrinking when the lod changes
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Any help is appreciated
the code is provided below
The original base size with no lod changes
Shrinks on top and right side
Code:
https://gist.github.com/owenhotshots/6cf2933aed0a2223de6721f59beddba4
https://redd.it/14n710i
@proceduralgeneration
Japanese-like trees art
https://redd.it/14mii34
@proceduralgeneration
Hello guys, check out Lineage 2 movie, first time ever 3D Max & Unreal Engine Edit, check out at the beginning and the end, there are timers on video
https://www.youtube.com/watch?v=nM29b1yCedQ&ab_channel=MrLee
https://redd.it/14mg06a
@proceduralgeneration
Procedural acoustic percussion synth patch
Procedural sound design is my passion, and I'm always trying out new stuff. Nowadays I'm having a lot of fun with multichannel feedback networks and resonator coupling through mixing matrices. This video shows one of the results of my experimentations.
https://youtu.be/hoggEa3hNWI
https://redd.it/14lco8j
@proceduralgeneration
Working on using Voronoi noise to break up the roundedness of gradient noise-based terrain
https://redd.it/14lgo13
@proceduralgeneration
Neon City Take 2 - Procedural city engine / editor side project
Take 2 of trying to inspire myself out of a creative rut with a little neon and some Hans Zimmer: https://youtu.be/ZMTDQU\_YOqI
https://redd.it/14kpm1i
@proceduralgeneration
Terrain Map generation with SVG in 499 bytes, code in comment
https://redd.it/14keehh
@proceduralgeneration
River gen, now with heightmaps and coastline smoothing!
https://redd.it/14jlnvt
@proceduralgeneration
Suggestion for software please
Hey guys I’m greatly inspired by the project i see in this sub and I’d love to start playing around with some 2d ish pixel map stuff. I’d love to get some suggestions for nice programs to start with as I’ve never done graphical programming before and if there is already something that makes working with 2d grids easy and where i don’t have to implement zooming and panning and who knows what else it would be great. Thanks for your help in advance 😁
https://redd.it/14jcs89
@proceduralgeneration
Silliness from repeated matrix operations
Not really procedural generation but this feels like the place where the most folks will appreciate it.
I was doing some repeated actions on matrixes at one point, repeated so far as to be basically impossible to read and decided I might as well colourcode it to get some level of readability. the results actually surprised me. I'm sure this has SOME kind of use in something, just not sure what.
For how it works;
consider a 2d matrix of values:
\-2 -1 0
\-1 0 1
0 1 2
next matrix is 9x9. top left 9 is previous matrix -2, top middle 9 is previous matrix -1 etc
\-4 -3 -2 -3 -2 -1 -2 -1 0
\-3 -2 -1 -2 -1 0 -1 0 1
\-2 -1 0 -1 0 1 0 1 2
\-3 -2 -1 -2 -1 0 -1 0 1
\-2 -1 0 -1 0 1 0 1 2
\-1 0 1 0 1 2 1 2 3
\-2 -1 0 -1 0 1 0 1 2
\-1 0 1 0 1 2 1 2 3
0 1 2 1 2 3 2 3 4
etc
After enough iterations you get these monstrosities. Unfortunately I have long since lost the base matrices for these.
https://preview.redd.it/w8xd4rfqiq9b1.png?width=625&format=png&auto=webp&v=enabled&s=f1b8ab39ec1edc9feb09bdbf0a325289ef08a6ec
https://preview.redd.it/nedk020siq9b1.png?width=760&format=png&auto=webp&v=enabled&s=3794f201d8a920d69be6b78c6e37512801963e2e
https://preview.redd.it/w2w0lg7tiq9b1.png?width=760&format=png&auto=webp&v=enabled&s=608ea42b1f82f870c8a3ec92cca5c04422fb09e5
https://preview.redd.it/hqtm6v3uiq9b1.png?width=760&format=png&auto=webp&v=enabled&s=b28cda168633f4d0b75243fdd7e52440a20dbea8
https://preview.redd.it/us0fg9pviq9b1.png?width=760&format=png&auto=webp&v=enabled&s=c3c52242ec4babeee82c5246ada7884df9a011d0
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https://redd.it/14pgfxy
@proceduralgeneration
figures from one line
https://redd.it/14oyuh8
@proceduralgeneration
finally added trees over my procedural generated terrain
https://youtu.be/HI3cMe0UFLA
https://redd.it/14ozevf
@proceduralgeneration
labyrinth simple
https://redd.it/14omkj2
@proceduralgeneration
Houdini Tutorial | Torch Fire Effect Inside Houdini
https://youtu.be/qX3BGxzKnBA
https://redd.it/14nyctp
@proceduralgeneration
procedural terrain + noise based rocks distribution
https://youtu.be/vQz9fgNC3rA
https://redd.it/14ncc2j
@proceduralgeneration
[Sidefx Houdini] Procedural bookshelf
https://redd.it/14k4ap2
@proceduralgeneration
Need help with documentation
Im an amateur and hobbyist trying to make a prototype for a 3D survival game. The game is supposed to be run on a large procedurally generated planet so players can go all the way around the world instead of being blocked by invisible barriers (outside of getting to the stratosphere that is).
The prototype is being done in Unity due to machine constraints and ease of use, so far i have been able to generate a Cube Sphere mesh on the editor. The problem im having now is that i feel stuck on how to apply noise into the mesh and the video tutorials i have watched only go as far as calling the default Perlin Noise method on a flat plane or invoke a separate library for it instead of using the default method in the engine.
I have tried to look on google for other tutorials/guides but they are on different engines or use a different coding language so im completely lost.
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https://redd.it/14kmetx
@proceduralgeneration
Seamless atmospheric planet to space flight demo procedural planet space game.
https://www.youtube.com/watch?v=qh7aLlJcUe0
https://redd.it/14koza7
@proceduralgeneration
Implementing Biomes In An Open World
Hi,
I wanted to ask you all a question about biome generation.
In an open world with plants, animals, weather, terrain types, etc... I have two ways I could implement different biome areas.
1. Go with Minecraft's approach and have a list of biomes in a Temperature/Humitity table.
Each biome type dictates what can grow/spawn there, what the weather can be, what the terrain looks like, etc. It's easier for artists/designers to control.
2. Not implement biomes at all and instead just describe what conditions (Temperature range, humidity, altitude, etc) are required for a plant/animal/weather/terrain to exist at a given place. That way, biomes aren't discrete, but kind of organically implied. It's harder for artists/designers to control.
What would you recommend?
If you have an alternate approach, I'd love to hear it.
Thanks!
View Poll
https://redd.it/14lr2gf
@proceduralgeneration
Advice on Voronoi shader
Hey, I'm making a map for my Unity game using a voronoi shader. Some sections of the voronoi represent lakes. I would like to add some branching rivers coming from those lakes. After some research, I have identified the vertices that would represent my rivers as "Junctions".
Currently I give a list of node points to the shader and it draws the voronoi around those. It has a few parameters such as colour, weight, with the option of added noise. I'm thinking that with a second pass of the shader, I can use the same voronoi formula as in the first pass, and in some way identify the junctions that I would like to draw my simple rivers on. I have attached a diagram of what I'm trying to achieve. Does anyone have any advice or a link to a decent source of information? Everything I find is a maths research paper and I just don't have the skills to interpret it.
If what I'm trying to do is needlessly complex, please let me know! I could always draw randomly branching rivers coming from the lakes but it won't look as "natural".
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https://preview.redd.it/x0bzt7fd6s8b1.png?width=2318&format=png&auto=webp&v=enabled&s=61c98dd101e02fec1e12366a14c716b0350900c3
https://redd.it/14ld6ai
@proceduralgeneration
Unity Marching Cubes / Transvoxel infinite terrain (Open Source)
https://www.youtube.com/watch?v=sSxwXc8xHwg
https://redd.it/14krksz
@proceduralgeneration
Procedural Dungeon Generation
Peeps,
How are you all?
I'm here for your opinion on my new project which is a Dungeon Generation using Procedural generation. From the below which one do you think is the best?
1. Cellular Automata
2. Generative Grammar
3. Genetic Algorithms
4. Constraint-Based Method
I'm new to this, so please help me if have some time to spare. Also, let me know of any other techniques which I have not listed that might help me.
Thanks in advance
https://redd.it/14jn753
@proceduralgeneration
Index // Me // 2023 // animated version in comments
https://redd.it/14jk3mn
@proceduralgeneration
Exploring hidden territories of Fidenza
https://twitter.com/k0mmsussertod/status/1671947256122216448?t=cEPdoaA3H9Ue6CnCSTLT9w&s=19
https://redd.it/14irv3g
@proceduralgeneration