Created by @r_channels
curly subdivisions - genuary12
https://redd.it/1i0fry4
@proceduralgeneration
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
@proceduralgeneration
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
@proceduralgeneration
[MIT][Unity] I just released on github my procedural meshes package
https://redd.it/1hygby2
@proceduralgeneration
Added AV capabilities to my framework (Rust)
https://redd.it/1hy2y1a
@proceduralgeneration
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
@proceduralgeneration
Microsoft Excel Abstract Art
https://youtube.com/shorts/1y0yX6zVINo
https://redd.it/1hwznmc
@proceduralgeneration
Postcard from a procedural planet (C++/OpenGL/GLSL)
https://youtu.be/DYw3zRq7USk?si=3EYlLz3X6w8Ra3ZP
https://redd.it/1hwvvn3
@proceduralgeneration
Blues
https://www.reddit.com/gallery/1hwlikf
https://redd.it/1hwlk8m
@proceduralgeneration
OpenGL - procedural terrain + GPU hydraulic erosion using compute shaders
https://youtu.be/uyDocS3wcxk?feature=shared
https://redd.it/1hw1mc2
@proceduralgeneration
Fully procedural Proxima b: part III. Animated clouds
https://redd.it/1hvpyaj
@proceduralgeneration
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
@proceduralgeneration
genuary5 - isometric
https://redd.it/1hubva2
@proceduralgeneration
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
@proceduralgeneration
Untitled Planet
https://www.shadertoy.com/view/M3Kczh
https://redd.it/1htcy0i
@proceduralgeneration
Simple implementation of l-systems in unity
https://www.youtube.com/watch?v=Sf6k6kvpRu4&t=1s
https://redd.it/1i08ik2
@proceduralgeneration
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
@proceduralgeneration
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
@proceduralgeneration
Underwater scene w/ray refraction & caustics (94 lines of code, in comments)
https://redd.it/1hy8lkj
@proceduralgeneration
voronoi warping of a CA w/ embedded scene - python + gimp
https://redd.it/1hy04pw
@proceduralgeneration
Genuary Day 9 - The textile design patterns of public transport seating
https://redd.it/1hxldow
@proceduralgeneration
Warped objects 2
https://redd.it/1hwv4rm
@proceduralgeneration
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
@proceduralgeneration
Procedural Biome Generator for GTA San Andreas (Multiplayer to be exact)
https://www.youtube.com/watch?v=0Q5gp7N4M0M
https://redd.it/1hwfqgc
@proceduralgeneration
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
@proceduralgeneration
[NEW YEAR PROMO] Perplexity AI PRO - 1 YEAR PLAN OFFER - 75% OFF
https://redd.it/1hv2l85
@proceduralgeneration
diptych / triptych - python + gimp
https://redd.it/1huumtc
@proceduralgeneration
Warped objects 1
https://redd.it/1hu90pa
@proceduralgeneration
Proxima b's fully procedural volumetric clouds [closer view, part II]
https://redd.it/1htqbdd
@proceduralgeneration
Day 1 of #Genuary2025
https://redd.it/1htaprv
@proceduralgeneration