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procedural generation

curly subdivisions - genuary12
https://redd.it/1i0fry4
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procedural generation

Does anyone have opinions on UE5 when it comes to endless generated worlds ala Vahleim?

Vahleim uses a system that's in the same vein as Minecraft - chunks of terrain are generated on-the-fly around the player and then saved in an optimized format. This terrain is modifiable, and the player can also build stuff. Vahleim is build in Unity.

I'm curious if anyone has experience building a system like that in UE5 and what your thoughts are on how much the engine helps. I've done a bit of prototyping with UE5 and it has some fantastic procedural tools. But from what I saw, it seemed mostly geared towards workflows where the generation is happening at editor time.

I've been using Unity for 13 years and I like how much low level access I have to everything including rendering. I'm also really interested in exploring their ECS/Dots framework to really optimize things like world ticking.

But I'd love to hear any experiences people have with a "chunk based" procedural workflow in UE5, or thoughts on how it can facilitate 100% runtime procedural worlds in a networked environment.

https://redd.it/1i0552i
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Progress write-up about my procedurally generated and animated creatures for my game The Big Forest
https://blog.runevision.com/2025/01/procedural-creature-progress-2021-2024.html

https://redd.it/1hyvwok
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[MIT][Unity] I just released on github my procedural meshes package

https://redd.it/1hygby2
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procedural generation

Added AV capabilities to my framework (Rust)



https://redd.it/1hy2y1a
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Working on some procedural generated maps for my FPS roguelite. I'm randomly generating the map contour, the terrain, the trees, the paths etc; then performing a precise navmesh baking. Any feedback? #MadeWithGodot

https://redd.it/1hxwoc3
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procedural generation

Microsoft Excel Abstract Art
https://youtube.com/shorts/1y0yX6zVINo

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

Postcard from a procedural planet (C++/OpenGL/GLSL)
https://youtu.be/DYw3zRq7USk?si=3EYlLz3X6w8Ra3ZP

https://redd.it/1hwvvn3
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procedural generation

Blues
https://www.reddit.com/gallery/1hwlikf

https://redd.it/1hwlk8m
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procedural generation

OpenGL - procedural terrain + GPU hydraulic erosion using compute shaders
https://youtu.be/uyDocS3wcxk?feature=shared

https://redd.it/1hw1mc2
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procedural generation

Fully procedural Proxima b: part III. Animated clouds

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

My 2024 retrospective blog post (I worked on a bunch of procedural stuff...)
https://blog.runevision.com/2025/01/2024-retrospective.html

https://redd.it/1huxl12
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procedural generation

genuary5 - isometric

https://redd.it/1hubva2
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procedural generation

2D weather simulation with cellular automata - reasonable?

Hi all,

I've been thinking about weather systems, and I feel like using a deterministic noise (with a +1 dimension for time) is pretty great for many applications, but not when you need local effects to influence the global simulation.

The context here is a simple simulated world, for simplicity let's say purely 2D topdown. You have your nice biomes and you have the wind, clouds, rainfall. It could be produced via simplex noise, but what if you want to see the effect of artificially generating wind in a certain area for a long time. How would the clouds be pushed around? Would it rain more or less in some areas than it used to? Would this eventually change the biomes, as the average temperature changes too?

At the moment, in a grid 2D world that doesn't necessitate of incredible realisticity, I feel a cellular automata would make sense here. But I can see the risk of having rules that could completely remove clouds from the world, for example.

Can you let me know how you handled something like this, if you did, or point me to some resources?

https://redd.it/1htspwa
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Untitled Planet
https://www.shadertoy.com/view/M3Kczh

https://redd.it/1htcy0i
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Simple implementation of l-systems in unity
https://www.youtube.com/watch?v=Sf6k6kvpRu4&t=1s

https://redd.it/1i08ik2
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Wave Function Collapse + WebGL tutorial request

Would someone want to do a cute online tutorial to get people started using WebGL with Wave Function Collapse procedural generation, using a cute open-source asset lib like https://kenney.nl/assets/castle-kit ?

https://redd.it/1hzqell
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The game generates an island with the biome of the ruling faction. Smaller factions get mini biomes with a faction-building.

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

Underwater scene w/ray refraction & caustics (94 lines of code, in comments)
https://redd.it/1hy8lkj
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voronoi warping of a CA w/ embedded scene - python + gimp

https://redd.it/1hy04pw
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Genuary Day 9 - The textile design patterns of public transport seating

https://redd.it/1hxldow
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Warped objects 2

https://redd.it/1hwv4rm
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procedural generation

Trans Alpine Excess /// Trippy colorful procedural blender geometry nodes mograph animation with original psychedelic soundtrack
https://www.youtube.com/watch?v=RSWC_aEfGjM

https://redd.it/1hwm6k6
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procedural generation

Procedural Biome Generator for GTA San Andreas (Multiplayer to be exact)
https://www.youtube.com/watch?v=0Q5gp7N4M0M

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

I wrote a (very) brief article on how I'm trying to procedurally generate gameplay
https://store.steampowered.com/news/app/2223480/view/537716213914011312

https://redd.it/1hw188s
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procedural generation

[NEW YEAR PROMO] Perplexity AI PRO - 1 YEAR PLAN OFFER - 75% OFF
https://redd.it/1hv2l85
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diptych / triptych - python + gimp

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

Warped objects 1

https://redd.it/1hu90pa
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procedural generation

Proxima b's fully procedural volumetric clouds [closer view, part II]
https://redd.it/1htqbdd
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procedural generation

Day 1 of #Genuary2025



https://redd.it/1htaprv
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