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Created by @r_channels
some new visuals from my game :) a procedurally generated solar system with a colony living in it
https://redd.it/1snlelc
@proceduralgeneration
Normals to a Parabola hide a Centroid that can’t leave the Axis
https://redd.it/1sncepr
@proceduralgeneration
Non uniform ASCII
https://redd.it/1sn4nh8
@proceduralgeneration
Iron Crown
https://redd.it/1smwwae
@proceduralgeneration
I built a Generative Topography engine with a "hardcore" rarity system. Found this Mythic seed (0.01% chance) after a long hunt! 🗺️✨
https://www.reddit.com/gallery/1smndn1
https://redd.it/1smnf36
@proceduralgeneration
Optimizing code is tiring. But when it works ….
https://redd.it/1smixej
@proceduralgeneration
Love pen plotting these
https://redd.it/1sm4p6s
@proceduralgeneration
Reaction-Diffusion 2
https://redd.it/1sler2n
@proceduralgeneration
Latest update for my world generator
https://redd.it/1sl7s8b
@proceduralgeneration
Finally got my first proc-gen terrain done. love the golden hour color <3
https://redd.it/1skx0hn
@proceduralgeneration
Reaction-Diffusion
https://redd.it/1skhlkd
@proceduralgeneration
the dice out)
**Why am I bringing it to this this Reddit community now?**
It is more or less feature complete and I am now beginning to revisit systems that I want to imp\[rove. I am currently trying out ideas for a V2 generation system where I move away from procedural generation and move closer to physical simulation. I have recently introduced this code with permission: [Reddit: "Accrete" algorithm](https://www.reddit.com/r/proceduralgeneration/comments/1mmucjj/procedural_star_system_planetary_generation_a/)
I want to dig deeper into geology, tectonics, volcanism and planetary makeup going forward and this provides a physical grounding for that direction.
Now is a good time to start harvesting ideas from the community on how they would like to see things move. So a pick up in users makes sense. These alpha features sit alongside the current ones for those brave enough to try them out.
Note: this has been vibe-coded - after 40 years in the IT world I can finally get all my crazy dream RPG programs written. This is the first of a few I hope.
Anyway - the best way to see what is does it by a few pictures:
[Main Star system level UI - animated with every object editable \(here showing a binary system\)](https://i.redd.it/reavi3kmcyug1.gif)
[Star Map: Create networks of star systems with jump routes - this shows our local neighbourhood \(a loadable example\)](https://preview.redd.it/bdndf7tzbyug1.png?width=1025&format=png&auto=webp&s=7dc5368181f86b3e8f08225dbf724dca684c2847)
[Or just import from Traveller Map](https://preview.redd.it/1vnl8n2scyug1.png?width=796&format=png&auto=webp&s=24575d6d68dc27d43a63dac86a55626d64800957)
[Fly around - time, hazard and fuel calculations for efficient \(Hoffman\) transits or direct burn if your ship is capable.](https://preview.redd.it/c86rz6cucyug1.png?width=1675&format=png&auto=webp&s=3127eaad742b6fe9696c2e064f5279312af880d4)
[Edit physical parameters and see the impact to the other data and your ability to land](https://preview.redd.it/8vx43ykwcyug1.png?width=753&format=png&auto=webp&s=32c39142b44e8690f5b309c4b007b50027f8ec69)
[\\"Player\\" projection view for second screen\/VTT - available is \\"crappy greenscreen-o-vision\\" if you want](https://preview.redd.it/yj2z49bycyug1.png?width=1080&format=png&auto=webp&s=e293b5730c0691535b30dbcff4635ba5d4defa48)
[If you like paper you can print TONS of it! GM versions & redacted player versions to drown them in paperwork.](https://preview.redd.it/fu8cm091dyug1.png?width=763&format=png&auto=webp&s=8e9acbe96b19f2e6a05de383ff47c551cedddf96)
[New experimental V2 Generation System - Looking for feedback and direction here](https://preview.redd.it/1bssny53dyug1.png?width=1294&format=png&auto=webp&s=1effd638007faeb4b9fd248566299425ed925baa)
Hope you find the tool useful!
https://redd.it/1sk9kg1
@proceduralgeneration
Where to I start?
Hello. I want to learn procedural generation but It is really difficult to choose where to start. I looked up a few resources but everything feels so overwhelming that I have no idea where to start from. Can anyone guide me / help me?
Thank you so much.
https://redd.it/1sk72ye
@proceduralgeneration
Quantum Contour Formation
https://www.reddit.com/gallery/1sjktgw
https://redd.it/1sjkzv1
@proceduralgeneration
Wurmen
https://redd.it/1sjekpx
@proceduralgeneration
Case study: my 4D hfBm volume renderer accidentally converged on quantum harmonic oscillator dynamics
https://www.academia.edu/165702475/What_a_Video_Game_Artist_Learned_About_Quantum_Physics_by_Accident
https://redd.it/1sndozr
@proceduralgeneration
Beyond Random Seeds: Altworld's AI-driven procedural generation of persistent, stateful game worlds.
Hey everyone,
Procedural generation is amazing, but sometimes it can feel like a series of disconnected random events, right? Especially when you're trying to build a world that feels alive and persistent over many play sessions.
With Altworld.io, we're pushing procedural generation further by integrating AI-assisted generation with a robust, structured simulation core. It's not just about generating maps or items; it's about generating entire, stateful worlds.
Here's the gist:
1. Freeform Pitch: You start with a high-level concept for a world.
2. AI Orchestration: Our AI layers interpret that, and using a structured data model, procedurally generates core elements:
Factions: With their own goals and relationships.
Institutions: Governing bodies, trade guilds, secret societies.
Character Archetypes: Key figures that populate the world.
Initial World State: Resources, political tensions, active rumors.
3. Persistent State: This isn't fire-and-forget generation. These elements are stored and managed, so as the game progresses (and you interact with the world), their states evolve. A rumor generated on turn one can become a full-blown war on turn fifty.
It's about creating procedural content that maintains coherence and supports emergent narratives, all while being continuously driven by player actions and the simulation's internal logic. This allows for truly unique playthroughs where the world genuinely reacts and evolves.
We're aiming to solve the "lack of continuity" problem often found in more purely random procedural systems. What are your biggest challenges or successes in integrating procedural generation with persistent world states?
https://redd.it/1sn8p2x
@proceduralgeneration
Some progress on my procedural generated planet - City Building
https://redd.it/1sn0tle
@proceduralgeneration
Creating 2D procedurally generated game with Gdevelop
https://redd.it/1smql47
@proceduralgeneration
Aeterra: Jogo 2d mmorpg procedural open source
/r/playmygame/comments/1smk6eq/aeterra_jogo_2d_mmorpg_procedural_open_source/
https://redd.it/1smkchq
@proceduralgeneration
Heavily using procedural generation in my game Planet Killer, including procedural weapons!
https://redd.it/1smhatl
@proceduralgeneration
3 Months of Learning, Stitched Together in 2 Weeks
https://youtu.be/mTTCo2gB9-k
https://redd.it/1slxuw6
@proceduralgeneration
Procedural galaxy I rendered in Blender
https://redd.it/1slfkvq
@proceduralgeneration
I do love to use procedural generation to create maps for my RTS game, but using real world heightmap data is hard to beat
https://redd.it/1sl6ke7
@proceduralgeneration
some new pg shader effects for a videogame i'm working on :)
https://redd.it/1skmqe0
@proceduralgeneration
Exploring the depths of the 94 million procedurally generated fantasy races in Warsim
https://warsimstore.com/blogs/news/exploring-the-depths-of-the-94-million-procedurally-generated-fantasy-races-in-warsim-the-realm-of-aslona
https://redd.it/1skcctk
@proceduralgeneration
Star System Explorer - A tool for creating and exploring scientifically-plausible star systems. (Open Source, Runs in Browser)
Over the last 7 months I have been working on a star system generator and astrodynamics simulation to explore star systems in RPGs - although there are many more use cases. Handwaving the physics or using a highly abstracted travel system like Traveller always bugged me... I felt the "running out of fuel", "navigating hazards" and taking "years for a journey" could all lead into interesting narratives so I decide to write a tool to do the "maths". Ironically I wrote this for Mothership (the game LEAST likley to need it) but since then it has got VERY out of hand in recent months.
This is certainly not for everyone - but for those that like some *science* in your *science fiction* may I present; **Star System Explorer**
**Live app:** [https://star-system-generator.vercel.app/](https://star-system-generator.vercel.app/)
**Source:** [https://github.com/FrunkQ/star-system-generator](https://github.com/FrunkQ/star-system-generator?utm_source=chatgpt.com)
**Discord** (Community & Support)**:** [https://discord.gg/UAEq4zzjD8](https://discord.gg/UAEq4zzjD8)
**Overview**
The best way to understand it is to probably see how it has actually been used in an RPG by one of the users who shared their creations on the Discord.
*One more bit of sharing - this is a screenshot of what my players and I were looking at during our last session. I love everything going on here. Briefly, it shows:*
* *The interior of the Uggi System, inside the Dust Belt where most of the action takes place.*
* *The various jump shadows of major bodies in red, the largest of which is Uggi A, at the center. Travellers avoid jumping in and out of jump shadows, as there's a chance of a mishap.*
* *The various M-drive zones of major bodies in green, within which M-drives work to push against gravity. The M-drive zone from Uggi A covers the entire picture.*
* *A couple dozen obvious locations for them to travel to, with more becoming visible as you zoom in to certain areas of the map.*
* *All four legs of the route the party took, with the acceleration phase as a light green line segment and the deceleration phase as a red segment. Off to the right, and not in the picture, is the synopsis of each leg and the time each leg took. Note that the actual target location of each leg is slightly ahead of where the target object currently is to account for its orbital movement during transit. Totally cool.*
[Uggi System by @Mafro \(Traveller specific content\)](https://preview.redd.it/e1z2e5urbyug1.png?width=1080&format=png&auto=webp&s=ab7e4419193b7fae38e1578b5f7390327a64a5b6)
**What does it do?**
* Runs in ***your*** browser... no servers, no accounts, no nothing
* Procedural generation of plausible star systems or you hand-craft from scratch.
* Physics modelling of atmospheres, temperatures, surface radiation, liquids (not fully implemented), habitability & life chances
* Customisable atmospheres - specific gases and mixes.
* Supports multi-star systems and binary planets
* Everything is editable and tweakable to make it right for your game/universe
* Catalogue of starting star maps, system and constructs (eg: ships) to get you started
* Can connect an LLM for description generation (optional)
* Player projection view showing redacted info (crappy green screen if you want)
* Printed reports for GMs and players (redacted info)
* User created constructs with modelled fuels, drives & sensors which can be customised as you need.
* Custom calendars and time sliders to track current time and view time for planning transits, etc
* Specific Traveller integration tools (import whole sectors, UWP generation, etc)
* Know fuel cost and survivability of planetary landings
* Plot transfers that respect delta-v, fuel limits, and trajectory type (eg: efficient boosts or direct burn). Intercept (throw out missiles) & rendezvous (dock) options
* Highlights the "danger points" on a trip - High G, debris, radiation hazards, etc (for RPG's - time to get
Experiment With Many Layers
https://www.youtube.com/watch?v=OLjVeyTIxro
https://redd.it/1sk3kam
@proceduralgeneration
Gen 3 dungeon generator, map part completed!
https://redd.it/1sjfntz
@proceduralgeneration
Generative Curves
https://redd.it/1sj9gkl
@proceduralgeneration