Created by @r_channels
3D for open world game
https://preview.redd.it/01es8zyijlee1.png?width=1776&format=png&auto=webp&s=1aa3a3e778798bc02340d7bcdd60dc038e43411a
https://preview.redd.it/b78vs06kjlee1.png?width=1779&format=png&auto=webp&s=fcea8985c94d7e495785d8fee00e2ec0034e59cf
https://redd.it/1i7jkw7
@proceduralgeneration
Terrain generation for an open world game
https://redd.it/1i7jm81
@proceduralgeneration
Hypothetical scenario: How would you adapt the IP "BLAME!"?
Scenario: You've been given $400M to adapt the comic series BLAME! into an open world action/RPG/travel/traversal game. It's a given that this game would require extensive procedural generation. How would you do it? What personal touches would you bring to it?
For those who don't know, BLAME! is a standout sci-fi/horror comic spanning thousands of years, written by an architect, set in a mysterious, impossibly massive cluster of tech superstructures.
\---edit---
lol reddit's hyperlink system won't allow me to put an exclamation point at the end of a link, so I'll have to just post a raw link to the wiki https://en.wikipedia.org/wiki/Blame!
https://redd.it/1i7dlvz
@proceduralgeneration
Generative Architecture
https://youtube.com/shorts/Lpu-FztODKg?feature=share
https://redd.it/1i6x2ho
@proceduralgeneration
Procedurally generating a mountain region with Infinite Lands
https://redd.it/1i62rc0
@proceduralgeneration
I made a RGB self-similar fracal infinite zoom GIF generator
https://redd.it/1i5xli9
@proceduralgeneration
Trying to test builds of the procgen game in Steam (C++/OpenGL/GLSL)
https://redd.it/1i56t8j
@proceduralgeneration
My game's maps are procedurally generated
https://www.youtube.com/watch?v=Q1d-eyM4jdg
https://redd.it/1i52hol
@proceduralgeneration
Art Created by Fourier Wave Transform
https://redd.it/1i4w28r
@proceduralgeneration
FOSS node-based procedural vector editor, Graphite, posts its year in review and preview of 2025
https://graphite.rs/blog/year-in-review-2024-highlights-and-a-peek-at-2025/?utm_source=reddit&utm_campaign=proceduralgeneration
https://redd.it/1i3ur5p
@proceduralgeneration
Warped objects 3
https://redd.it/1i2x6v9
@proceduralgeneration
Procedural sketching/painting with Blender Geonodes. Takes an image, creates a vector field based on edge detection and sends strokes to follow the field.
https://redd.it/1i2sn05
@proceduralgeneration
Procedural Citrus in Blender
https://redd.it/1i21re1
@proceduralgeneration
Progress update on my curve-based road design tool. New feature: Elevated roads
https://redd.it/1i1dzv4
@proceduralgeneration
Find fine curvature from height map?
I was wondering if anyone knew of any process where you could find curvature information from a height map? For example if you have an already eroded height map and would like to find the crevices on a mountain for example. Basically something that would mimic the flow of the erosion process.
I found a shader on shader toy that would supposedly generate a curvature map from a height map. But it kind of only works well when the height map is evenly distributed so to speak. For example a height field of rocks on the ground. But if the height field is a mountain that is sloping and I’m interested in finding the cracks and ridges flowing down the slopes, it’s not doing its job at all.
Any tips? I can do multiple passes if necessary, will implement on the GPU and the process is an offline step for generating a splat map for materials, so speed is not the main concern.
https://redd.it/1i11ejc
@proceduralgeneration
Inertia
https://redd.it/1i7kyhp
@proceduralgeneration
Sailing around procedural islands
https://redd.it/1i7gucl
@proceduralgeneration
Genuary 20: generative architecture, adobe-ish fantasy buildings
https://redd.it/1i6y7za
@proceduralgeneration
Could AI fall under the "procedural generation" umbrella?
I'm wondering if AI is a kind of procedural generation, of course coupled with its own super-computer force and power to analyse billions (trillions?) of bits of data. Here's why I believe it is:
* There are algorithms in place to determine what kind of content the AI can or cannot generate;
* There is a limited database to which the AI has access to (even if it's enormous, it can't reach EVERYTHING, as there are encrypted images/text/data)
* As far as I know, it analyses data by comparing billions of different pieces of data (image, text, etc) and also by human help (remember when you could 'help' companies like Google and Amazon to let them know what was there in an image? Don't know if that's still around, but there are other examples as well, security captchas being used for that as well, and so on).
I'm asking here just because I could not find a direct answer to the question posed this way. I understand procedural generation is not necessarily AI, but what about the opposite? Is AI a kind of procedural generation?
PS: If you have any scientific articles you can point me to, this is for my Master's and it would help me tons. Thanks!
https://redd.it/1i6hvbi
@proceduralgeneration
How to bring vertex Data to Shader?
Hello everyone,
Sorry I have to bother you all, but I face a problem I dont know how to overcome, due to my lack of experience with Shaders.
So basicly I have spent some time making a project, which first creates a custome mesh and afterwards biomes (in Unity). Each biome starts at one point with strength 1 (max) and spreads outwards with decaying strength, biomes also can clash, then both biomes with their coresponding strength are stored, and the color of the dominant one is displayed for now. Now I wanted to put it to the test, using a shader which gives each biome its texture and also smoothly blends between two biomes, at the crossing sections using the strength values. But here comes the problem, I got next to 0 experience using shaderGraph or writting them in hsl. So I dont know how to bring my data over to the shader and use it. Also should I use shadergraph or hsl?
Every Vertex has one of these Stored:
private class VertexInformation
{
public Vector3 position;
public Color vertexColor;
public RelevantBiomeData DominantBiome = null;
public HashSet<Biomes> allPossibleBiomes = new HashSet<Biomes>();
public Dictionary<Biomes, List<RelevantBiomeData>> biomesCoverage = new Dictionary<Biomes, List<RelevantBiomeData>>();
}
public class RelevantBiomeData
{
public Biomes biome;
public float match;
public RelevantBiomeData(Biomes biome, float match)
{
this.biome = biome;
this.match = match;
}
}
This should be the important stuff I think, but if you need anything else, please fell free to aks me.
So the question remains, how can I use this data to tell shadergraph which Texture to use and how much of each?
I thank you all in advance and have a good one.
Current system \(using vertex Colours\/no blending\)
https://redd.it/1i5wmo5
@proceduralgeneration
Fourier wave transform with circle.
https://redd.it/1i5iiwv
@proceduralgeneration
Planet
Hello,
here is my nth Iteration of my Planet Renderer.
Now i implemented some sort of Collision Detection as you can see in the Video.
And i switched from generating BoundingBoxes to use the 4 points of the Terrain Patch to generate a Plane, it Culls the same amount of Nodes, but i can throw away the BoundingBox code, because of course, i have the Terrain Patch already, as you can see sometimes it get Culled to early, i have to create a Box instead of Plane maybe...
https://www.youtube.com/watch?v=h7MT6vqh4bs
https://preview.redd.it/ilg5l59jkzde1.png?width=1916&format=png&auto=webp&s=1a4f907e05e5d9ea15d20b1c9b9dc41b5a9d5f3f
https://redd.it/1i53txa
@proceduralgeneration
Warped objects 4
https://redd.it/1i4yunt
@proceduralgeneration
Seamless loop
https://redd.it/1i48jw4
@proceduralgeneration
phyllotactic + voronoi - python
https://redd.it/1i3n323
@proceduralgeneration
Procedural enemy cities on a procedural planet
https://redd.it/1i2wpp9
@proceduralgeneration
Triangular Automata ▹ Rule 210
Let cells be triangles holding binary states. Start with a lone live cell and change the state of cells with one living neighbor repeatedly. The first \~1024 initial steps look like a boring, growing and blinking hexagon. But then, a structure emerges on 3 sides of the hexagon. The center of the grid stabilizes around t=5570 and the structure gradually takes its final form. Here is the definitive top of this structure. How cool is that?
Top of the stable structure
This rule is actually one of 256 elementary cellular automata in the triangular grid: rule 210. Many of the others are pretty interesting (and beautiful) too.
More one rule 210: https://triangular-automata.net/?p=rule-210
https://redd.it/1i2rzy1
@proceduralgeneration
Interactive Tunnel Design for Pacha Ibiza! 🍒✨
https://redd.it/1i1tt33
@proceduralgeneration
Rocks carved by water has a lot in common with ice melting.
https://redd.it/1i18vea
@proceduralgeneration
Melting ice with geonodes in Blender. Made tracks that randomly walk on the mesh while removing the mesh's volume at that location to simulate water/air erosion.
https://redd.it/1i0g37f
@proceduralgeneration