Created by @r_channels
Life on a procedurally generated planet 🦢🌎🕊️
https://redd.it/1kmc6ey
@proceduralgeneration
Cells under a Microscope
https://redd.it/1klnq47
@proceduralgeneration
[Advice Requested] New to Procgen, would like to generate floating islands that can be traversed in-between in multiple ways
Hello,
I've barely ever done Procgen in the past, mostly perlin noise and terrain generation, but for my next game I'm wanting to make a game that feels like you're travelling through broken sky kingdoms/areas, and I'd like to ask for advice on how to achieve several things.
For context, this is a 3D game!
Here's a list of goals I'd like to achieve:
* Floating islands that aren't necessarily rectangular but need to be walkable (the shape can be clustered or generally "blobby", with multiple height levels, imagine walking through an island which has a regular floor then a 1m taller floor then another 1m or 2m taller which happens to have a small castle of sorts)
* The game is meant to have an isometric camera and combat, so first or third person wouldn't really work for navigation - I estimate there won't be actual jumping, but there would be transition "tiles"
* Regarding traversal, I'd like either direct traversal or jumping puzzles - so basically being able to jump between small areas/steps to walk towards the next island
* I also need to connect most islands together, but not necessarily all
* Optionally having small floating clusters around the islands you travel around, to give the feel that the area is "broken"
I think that's all for now. To be clear, I'm not expecting you guys to solve this for me, I'm just looking for hints on how to solve these, as I've already spent 3w trying and have been getting subpar results with each attempt.
I would very much appreciate any help or suggestions you might have! My lack of XP on Procgen is what's holding me back, as I'm a decent programmer, but as many people say, "you can't know what you can't know".
Thank you very much for your time and have a great week!
https://redd.it/1klhzmj
@proceduralgeneration
Small update to the island grid, more to come soon!
https://redd.it/1kkwo7s
@proceduralgeneration
is it feasible to build a metropolis in procedural way?
https://redd.it/1kkkc4f
@proceduralgeneration
[Devlog #2] Building Placement, UI Manager, Day/Night Cycle, Weather System & Concept Reveal – Solo Dev Progress
https://youtu.be/-IYGhhkiWXI
https://redd.it/1kk7iff
@proceduralgeneration
Miniature view into a procedural world
https://www.youtube.com/watch?v=a_CSZubsPEc
https://redd.it/1kicxws
@proceduralgeneration
Wave Function Collapse with Quantum Computers!
https://nate-s.github.io/quboWFC/
https://redd.it/1ki27gv
@proceduralgeneration
Trying to reimagine Daggerfall as a turn-based game lmao
https://redd.it/1khe737
@proceduralgeneration
Cozy Exploration Game
I was inspired by the work of u/watawatabou. So I turned his Perilous Shores into a cozy exploration game. I generate parameters that I feed to Perilous Shores to generate the maps. I also generate inhabitants, creatures, hazards, and hidden sites to make exploration more interesting.
https://preview.redd.it/dn8zcixf69ze1.jpg?width=1856&format=pjpg&auto=webp&s=6352947a3fe36ce36aedbd4af4908a0d848256f6
Very simple game and very beta right now. I've been poking at it for a week trying to find bugs, so I thought I'd make it public.
I hope to expand it as I find time. Gameplay was inspired by Glide from Sleepy Sasquatch Games, and i will look to incorporate more from there as well.
Outlands Exploration Game
https://redd.it/1kgkanm
@proceduralgeneration
Some further work on my planet
https://redd.it/1kfyx3f
@proceduralgeneration
Reflow
https://redd.it/1kfa29z
@proceduralgeneration
two comps - python + gimp
https://redd.it/1kf3xtd
@proceduralgeneration
Procedurally generated moon and earth
https://www.youtube.com/shorts/_Ujj2z3ySqA
https://redd.it/1kehw9r
@proceduralgeneration
How to generate poolrooms?
I need to generate pullrooms in blender. Do you know any scripts?
https://redd.it/1kecx0v
@proceduralgeneration
Another set of procedural nebulae. Hope you're not tired yet
https://redd.it/1klw8tq
@proceduralgeneration
Spaceship generator #2
https://redd.it/1kll4vr
@proceduralgeneration
Outlands Exploration Update - Procedural Cozy Exploration
https://redd.it/1kkyqk7
@proceduralgeneration
Question
If you need me to go ask and get lost in Google thats fine but I come from blender (3D animation) which I love can any one tell me the difference here ? I've joined this group a while ago and never really knew what this was at first I thought it had to do with blender. All I know id YOU ALL DO AMAZING WORK AND I LOVE SEEING IT IN MY FEED but I was thinking of trying my hand and wanted to know what it is so I know where to get started.
https://redd.it/1kkkgdx
@proceduralgeneration
Figuratively speaking
https://redd.it/1kka4sb
@proceduralgeneration
Houdini Render Challenge - TLV HUG 2025
https://youtube.com/watch?v=E6mjmXW5DkE&si=t-g3VcCBTmRlRtoH
https://redd.it/1kieyp4
@proceduralgeneration
Noob here, trying to make a 2D Top Down shooter (Stealth) game with generated things
Hi,
I hope I am allowed to ask questions here. I took a project class in uni about making games and in the last 2 weeks I was working 10-12 hours per day on it. Our little top down 2d shooter is finished and it got neat small features (at least to my eyes). For the Main project we can continue on our work or start a new project. This time we HAVE to use Procedural Content Generator.
I looked to these stuffs for some hours last night and I got some ideas. I still think the best way to make our generated inner castle with "Random Walk and Binary Space Partitioning algorithms" together after watching hour longs videos on them.
However, I really want tol make a stealth game like old Metal Gear 1/2 or something like "UnMetal".
Is it even possible with these two alogrithms combined? From my understanding, BSP makes rooms first then connects them together. However thsoe connections can become chokepoints that I may not find usefull in a stealth game. Technically I could use them for savepoints where there is no enemy there so the character juts runs through it but what I don't understand is if I got any freedom to make those "connections" bigger/smaller when I want.
I am sorry for this long probably boring text. I only know programming from university.
Summary: what algorithmus/es is/are best suited for map/room random generation if we are talking about a 2D Top Down Stealth Shooter?
Edit:
I forgot to mention that I am ready to learn stuff and would and could put many hours into this.
https://redd.it/1ki8ltu
@proceduralgeneration
Playtesting Signups for Nova Patria - a Roman Steampunk Colony Sim - Are Open!
We’re excited to officially open playtesting signups for Nova Patria, a simulation strategy game set in an alternate history where a steam-powered Roman Empire never fell but instead ventured into the New World.
To sign up for playtesting:
1️⃣ Join our Discord server: https://discord.com/invite/jPsPvhMSYv
2️⃣ Sign up here: https://sowerinteractive.com/playtest/
We’re running the tests directly on our Discord server, and there’s even a meta-game planned where players can compete with each other week by week, setting goals and out-scoring rivals. Your feedback throughout playtesting will have a massive impact on Nova Patria's development, shaping its progression and refining its mechanics.
Once registered, keep an eye out for an email next week with more details.
Playtesting officially kicks off on May 17th at 2:00pm EDT on our Discord server.
📺 Watch this YouTube video for more information: https://youtu.be/tskvK6dD8qo
Thanks for the support!
https://redd.it/1khvznd
@proceduralgeneration
Help with Diamond Square Algorithm
I created an implementation of the Diamond Square algorithm. However, it creates essentially what looks like noise:
https://preview.redd.it/dxc29ce3bfze1.png?width=1155&format=png&auto=webp&s=e4b73c42a029707bcfc1f43bf7318fb6788644fe
My code looks like this:
function diamondSquare()
local step = xzSize-1
local denoise = math.pow(2,0.4)
local scale = 1
while step>1 do
local center = step/2
for i = 1,xzSize-1,step do
for j = 1, xzSize-1, step do
--Diamond Step
terrainix(i+center,j+center) = (terrainix(i,j)+terrainix(i+step,j)+terrainix(i,j+step)+terrainix(i+step,j+step))/4 + gaussianRandom(-1,1,30) scale
end
end
--Square Step
for i = 1, xzSize,step do
for j = 1+center,xzSize,step do
local sum = 0
local div = 0
if i-center>=1 then
sum+=terrain[ix(i-center,j)]
div+=1
end
if i+center<=xzSize then
sum+=terrain[ix(i+center,j)]
div+=1
end
if j-center>=1 then
sum+=terrain[ix(i,j-center)]
div+=1
end
if j+center<=xzSize then
sum+=terrain[ix(i,j+center)]
div+=1
end
sum/=div
terrain[ix(i,j)] = sum + gaussianRandom(-1,1,30) scale
end
end
for i = 1+center, xzSize,step do
for j = 1,xzSize,step do
local sum = 0
local div = 0
if i-center>=1 then
sum+=terrainix(i-center,j)
div+=1
end
if i+center<=xzSize then
sum+=terrainix(i+center,j)
div+=1
end
if j-center>=1 then
sum+=terrainix(i,j-center)
div+=1
end
if j+center<=xzSize then
sum+=terrainix(i,j+center)
div+=1
end
sum/=div
terrainix(i,j) = sum + gaussianRandom(-1,1,30) scale
end
end
scale=denoise
step/=2
end
end
Does anyone know where my implementation can be improved to make the terrain elements larger and less noisy?
Thanks in advance!
https://redd.it/1kh8nw8
@proceduralgeneration
A particle life sim with no collision buckets so theres no limit to how many forces can effect a particle on any frame
https://youtu.be/-_erTHFuTAo?si=QAnvFDSSZiVtKM38
https://redd.it/1kgd6pl
@proceduralgeneration
No steps on dual contouring (this is marching cubes)
https://youtu.be/0SYkN5-y6A0?si=IrrjeLTtqD2qyGDm
https://redd.it/1kfm5xj
@proceduralgeneration
Generation of 3D objects
Hello everyone,
I’m currently working on my thesis focused on 3D generative environments and could use some advice. My project involves training a ProGAN (Progressive Growing GAN) on a custom dataset of simple polygonal buildings. To augment the dataset, I’ve applied rotations and modified structures by adding/removing floors. However, I’ve hit a roadblock:
During training, I’m encountering an issue where voxels gradually "disappear," resulting in empty or degraded outputs (e.g., no discernible object structure at higher resolutions). I tried to use different approches, but I have same problems all over. ALso used 3DGAN with same result. If resolved, my next step is to train individual objects and place them onto a mesh for scene composition.
Has anyone experienced similar issues with voxel-based 3D GANs (e.g., vanishing outputs, mode collapse)? Any tips for stabilizing ProGAN training in 3D?
Are there specific papers or methods for 3D object generation with GANs that you’d recommend? I’m particularly interested in work addressing training stability or hybrid approaches (e.g., combining voxels and meshes).
My current pipeline uses voxel grids, but I’m open to exploring alternative 3D representations if needed.
Thanks for reading
https://redd.it/1kf7b8y
@proceduralgeneration
Sorry, my screen recorder dropped the framerate (plus, it was running on my laptop's integrated graphics)
https://redd.it/1ket1mo
@proceduralgeneration
Procedurally generated supernova remnant
https://redd.it/1kehcq5
@proceduralgeneration
Flow Field
https://redd.it/1kedgls
@proceduralgeneration