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Created by @r_channels
Crystals Clusters Generator with Geo Nodes!
https://redd.it/1sj3pdj
@proceduralgeneration
Changing one number completely changes the map — added seed-based generation to my RTS (Unity)
https://redd.it/1sisac3
@proceduralgeneration
Made a 30 Level Puzzle Game out of Conway's Game of Life
https://redd.it/1sih5t9
@proceduralgeneration
Efficient Procedural Textures (UV Unwrapping with Geo Nodes)
https://redd.it/1sij0f4
@proceduralgeneration
I'm working on a roguelike and thought it would be fun to have the loading screens procedurally generate as well
https://redd.it/1sif8ru
@proceduralgeneration
Tiny Heraldry Generator
Been playing around with procedural generation again, this time with a medieval-ish twist ⚔️
I built a small web app that generates 8x8 pixel heraldry—tiny coat-of-arms style designs inspired by the kind of emblems you see in fantasy settings.
It fills the whole screen, and resizing the viewport regenerates a completely new set.
It’s kind of a follow-up to something I made before (I called them “Nocis”, small generated avatars), but this time I focused more on patterns and colors instead of characters.
Got the idea after watching A Knight of the Seven Kingdoms—those emblems and color combinations stuck with me.
Fun little experiment overall. Curious what people think. Enjoy!
Shields: https://lucatabone.com/shields/
Noci Avatar Generator: https://lucatabone.com/noci/
https://preview.redd.it/082whtg03gug1.png?width=800&format=png&auto=webp&s=49a4b36a1362f7a047349f13c294af103bc8000b
https://redd.it/1si26mq
@proceduralgeneration
I'm building a worldgen engine where fantasy creatures are caused by physics. The realistic foundation is almost done.
Most fantasy worldgen works like you build a world, then you decorate it with dragons. The dragons live where the designer decided dragons live. The world and the creatures that inhabit it have no relationship to each other beyond visual coherence.
I want to build something where that direction reverses. The world runs its physics. The physics produces conditions for fantasy creatures to exist.
# The realistic engine first
Variables 1-8 are built and running. The cascade works like this: every variable receives the fully resolved state of all prior variables and passes a coherent state forward. It does not rely on noise functions or harcoded variables. Everything is caused.
Variable 1 (Planetary Mass) determines gravity, escape velocity, max mountain height, isostatic basin depth
Variable 2 (Bulk Composition) replaces the baseline density and isotope constants from V1 with real derived values
Variable 3 (Stellar Insolation) star mass, orbital distance, sky colour, base temperature
Variable 4 (Atmospheric Chemistry) pressure, greenhouse forcing, CO₂ with a two-pass volcanic reconciliation against V6's tectonic boundary inventory
Variable 5 (Kinematics) axial tilt, seasonality, tidal locking assessment, ice status
Variable 6 (Tectonic Geometry) plate count from mantle heat flux, boundary inventory (convergent/divergent/transform), mountain ranges placed at convergent boundaries, rift valleys at divergent
Variable 7 (Hydrology) river basin delineation from continental divides, navigable river length, aridity and rain shadow flags
Variable 8 (Regolith) soil chemistry, substrate depth, nitrogen availability, Biological Readiness Index
# Current State
I have done most of it because I wanted to get the realistic engine right before I start distorting variables to allow for a world that can allow for fantasy creatures like dragons, dwarves, etc.
The realistic engine has 7 open problems documented at the GitHub issue: sediment transport calibration, moon sub-variable, orbital eccentricity, Variable 9 Biology, rendering script, BRI calibration, CO₂ two-pass architecture.
The issue is here: **github.com/NamelessNATM/MORTALIS/issues/6**
It is a pure python script with no external dependencies. The variable sequence is the architecture read it top to bottom and the physics tells you what each function is doing and why.
Would really love some feedback on any relationships I might have missed with Variables 1-8 or if you can help with the 7 open problems currently marked.
https://redd.it/1shm22d
@proceduralgeneration
Seismogram
https://redd.it/1shr2ui
@proceduralgeneration
Procedural pixel art vegetation — trees and grass generated pixel by pixel, fully configurable in real-time.
https://redd.it/1shnu71
@proceduralgeneration
Planetary terrain from Space
https://www.reddit.com/gallery/1shdlev
https://redd.it/1shi579
@proceduralgeneration
Running out of time
https://redd.it/1shhp0g
@proceduralgeneration
Meshed Messi (Delaunay mesh)
https://redd.it/1sgw0fa
@proceduralgeneration
artificial sun surface - all made from code
https://redd.it/1sgvxb1
@proceduralgeneration
Using Photoshop as a "Remote" for 3D world building. 100% Procedural.
https://redd.it/1sfsu08
@proceduralgeneration
How do I generate this 3D pattern?
https://redd.it/1sgp42q
@proceduralgeneration
Wave Function Collapse at 4 million tiles in 23 seconds. Here's every wall I hit scaling it in Unity.
/r/Unity3D/comments/1sit4d4/wave_function_collapse_at_4_million_tiles_in_23/
https://redd.it/1sitbyk
@proceduralgeneration
Shoes I Like (1/3) [p5.js]
https://redd.it/1siogz6
@proceduralgeneration
WebGPU Fractal Viewer – New Formula + Domain Tricks (Link in original thread)
https://redd.it/1sik1jz
@proceduralgeneration
Deep Dive: How I Built a 100% Photoshop-to-3D Procedural Pipeline
https://redd.it/1sih57r
@proceduralgeneration
Contour conversion of an img. Pen plotted
https://redd.it/1si9b2k
@proceduralgeneration
I made this explanation video about generating stippling using physics simulation
https://redd.it/1shpoyi
@proceduralgeneration
Postcards from a procedural planet (and cities)
https://redd.it/1shpy5c
@proceduralgeneration
Procedural vines using iterative growth
https://redd.it/1shoor7
@proceduralgeneration
I created a program to render images with 1 line. Pen plotter fun Is this ok to post ?
https://redd.it/1shn6ky
@proceduralgeneration
GG - Genetic Generic Deterministic Unique Trees with Fruits (Demo 2)
https://redd.it/1shj0am
@proceduralgeneration
Implicit 3D fields – small parameter changes, completely different shapes
I'm experimenting with implicit scalar fields f(x,y,z) and iso-surfaces.
This example is built from two deformed ellipsoids combined into a smooth field.
What I find interesting is how extremely sensitive the system is – small parameter changes produce completely different shapes.
It feels somewhere between mathematics and generative art.
Curious what others would try as base functions.
Would you expect this kind of behavior from such a simple deformation?
If anyone is interested, the full code is available here:
https://github.com/finky666/FieldForge3D
https://preview.redd.it/csyo2o3by8ug1.png?width=1920&format=png&auto=webp&s=ede5b3456a0c0a0e984f03827981de3601c5c563
https://redd.it/1sh5g8e
@proceduralgeneration
Procedurally generated town in hand drawn aesthetic
https://redd.it/1sgwdbz
@proceduralgeneration
Low-poly procedural terrain on the GPU (C++ / OpenGL)
https://redd.it/1sgu6sd
@proceduralgeneration
Mandelbrot set explorer that runs entirely in your browser using WebGPU
https://preview.redd.it/b78s4s4w35ug1.png?width=3456&format=png&auto=webp&s=0da0fc997ce7f46dee442ca1ec24e9713b05e119
I've been working on an interactive Mandelbrot set explorer and wanted to share it. It runs 100% in the browser.
# What makes it interesting
The main challenge with deep Mandelbrot zoom is floating-point precision. Standard `float64` breaks down around zoom level 10^(15,) you just get a blurry, pixelated mess. To go deeper, I implemented (helped by claude to be fully honest) **perturbation theory**: instead of computing the full orbit for every pixel, you compute one high-precision *reference orbit* at the center point (using arbitrary-precision arithmetic), then each pixel only has to track a tiny *delta* from that reference. This lets the GPU handle millions of lightweight delta orbits in parallel while the CPU handles the one expensive reference computation.
# Features
* Very deep zoom
* Customizable color palettes with live gradient preview
* Dynamic or fixed max iteration control
* Bookmark system: save and return to interesting locations
* Smartphone mode with pinch-to-zoom and touch pan
* Screenshot export
* Saves settings to browser storage
# Links
* **Live demo:** [edobrb.github.io/mandelbrot](https://edobrb.github.io/mandelbrot/)
* **Source:** [https://github.com/edobrb/mandelbrot](https://github.com/edobrb/mandelbrot)
Any feedback is appreciated
https://redd.it/1sglk4v
@proceduralgeneration
Landscape Mesh Extraction Tool & Procedural Cliff Generation
https://redd.it/1sgmwkj
@proceduralgeneration