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Created by @r_channels
Procedural roads with full pathfinding in Infinite Lands 0.9
https://redd.it/1srjcsp
@proceduralgeneration
Procedural Map Tools
https://redd.it/1sqz42f
@proceduralgeneration
This book looks interesting. Has anyone read it?
https://www.bloomsbury.com/uk/next-level-9781399423434/
https://redd.it/1squs7i
@proceduralgeneration
Sand emboss
https://redd.it/1sqrodf
@proceduralgeneration
Dungeon Tutorial - Unreal Engine
https://youtu.be/Hw3-HXL6Ds8?is=xmmc9DlQLlxN7shu
https://redd.it/1sqgl12
@proceduralgeneration
Infinite procedural Backrooms
https://redd.it/1sq2gxf
@proceduralgeneration
Fantasy settlement maps
https://redd.it/1sprr72
@proceduralgeneration
Procedural monochrome symmetry pattern
https://redd.it/1spgo3x
@proceduralgeneration
Someone asked if I had any “ proper “ procedural pen plots. Did these today :)
https://redd.it/1spgbeo
@proceduralgeneration
"Transport" based growth simulation
https://redd.it/1sp85sl
@proceduralgeneration
Triangular Peano [Fractal Curve]
https://redd.it/1sosni4
@proceduralgeneration
World generator update (with custom noise!)
https://redd.it/1soeoo6
@proceduralgeneration
Rocks/plants scattering
https://redd.it/1so4df8
@proceduralgeneration
Anyone thinking about the nature of order?
I recently started reading Christopher Alexander’s The Nature of Order. I’m barely into the first book and already eager to delve into more math related to his work.
I’m curious if anyone here is actively incorporating his ideas into your work, and how?
I imagine that one natural part of examining the nature of order will be to examine how order arises over time.
The wiki doesn’t do the book justice, but if you haven’t heard of this “essay” it’s worth looking into.
https://en.wikipedia.org/wiki/The\_Nature\_of\_Order
https://redd.it/1snu0om
@proceduralgeneration
Generating dungeons from simplex noise
https://redd.it/1snt15c
@proceduralgeneration
procedural books
/r/UnrealEngine5/comments/1sqrb04/procedural_books/
https://redd.it/1sr0g4s
@proceduralgeneration
Mold R&D - Houdini
https://redd.it/1sqyjaj
@proceduralgeneration
Homegrown node-based proc gen terrain tool
https://redd.it/1sqtje0
@proceduralgeneration
Generate 2D topdown towns with houses with Perlin noise
Hi, I have procedurally generated topdown 2d game I am making here:
https://gd.games/crowbar\_coder/worlda
How would I go about generating topdown 2D towns with perlin noise in my terrain?
Thanks!
https://redd.it/1sqo5g2
@proceduralgeneration
Procedural hex world-builder. Part 2
https://redd.it/1sq7a4h
@proceduralgeneration
Generally, how fast is rendering a procedurally generated texture? Should they be baked on load (preferred) or pre-baked?
In almost all tutorials I see, procedural textures are baked and converted to raster textures before being used in a game, which seems like a waste to me, since you can store the textures as instructions, render them once on level load and use them as raster. This reduces the texture size by a huge factor without affecting the performance with the only caveat being slower load times.
But then I thought if there was a reason this is seldom done. Maybe the rendering during loading takes so much time it detracts from the experience. Even if a texture renders in only 20 ms, that means that having 500 textures (which seems to be the average in modern games) increases the load time by 10 seconds.
Now one can probably optimize this by reusing noise renders (since noises tend to be the slowest to compute), but I still want to know how fast an average 1024x1024 texture with, let's say 3 or 4 Perlin/Simplex noises, could render and if implementing all this on-load baking is even worth the hassle.
https://redd.it/1spvigp
@proceduralgeneration
Contours
https://redd.it/1spolzd
@proceduralgeneration
Rockets and planets
https://redd.it/1sphtjh
@proceduralgeneration
Generating color nonogram puzzles from AI images
I’ve been experimenting with generating color nonogram puzzles from scratch.
The full pipeline looks like this:
1. Pick a random topic (I use Wikipedia random pages to avoid repetition)
2. Ask an LLM to generate \~20 descriptive phrases from the topic
3. Generate images from those phrases (image model)
4. Convert images into low-resolution grids + color palettes
5. Turn them into nonogram puzzles and add to the stage pool
Steps 1–3 worked reasonably well.
The real bottleneck was step 4.
At very low resolutions (10×10–15×15, 2–3 colors), typical pixelation/downscaling methods produce noisy, unreadable results. That makes most generated puzzles unusable.
To fix this, I tried a few things:
* Lab color space for perceptual distance instead of using RGB
* over-segmentation + contrast-based palette selection
* representative color = most frequent (not centroid)
* block-based majority voting (no color blending)
* slight boosting for non-dominant colors
This made a big difference — most generated images now convert into usable, recognizable puzzles without manual cleanup.
Here are some comparisons (original image by AI → naive → current approach):
[15x15 nonogram puzzle: tiger](https://preview.redd.it/dfecqlaay1wg1.png?width=1534&format=png&auto=webp&s=a51f26681aba6599dac2f5c7620bf6d186d447af)
[15x15 nonogram puzzle: bear](https://preview.redd.it/zjlzpgsby1wg1.png?width=1534&format=png&auto=webp&s=3a7a89f3e32322ee4cc426bd425d421ce4cb2bcb)
[15x15 nonogram puzzle: chicken](https://preview.redd.it/29rwbdwcy1wg1.png?width=1534&format=png&auto=webp&s=03c03b83fe9a57c531f4848ce0e994879b6fb5bb)
[15x15 nonogram puzzle: Neptune](https://preview.redd.it/ixjkhwvdy1wg1.png?width=1534&format=png&auto=webp&s=7c6bd8bdfa2e928c62f873a99aed4b84e39e2ebf)
Curious if anyone has tackled similar “extreme low-res generation” problems or has ideas for improving recognizability further.
https://redd.it/1spfro5
@proceduralgeneration
Zoomed out images of the worlds in my 2D mining game
https://redd.it/1sp1k50
@proceduralgeneration
Space Colonisation
https://redd.it/1soskmt
@proceduralgeneration
Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file
https://www.reddit.com/gallery/1sdamtd
https://redd.it/1so6di7
@proceduralgeneration
Diffusion-Limited Aggregation
https://youtu.be/bvhEvkTefk0?is=EQ4hRcShsjkRzsF4
https://redd.it/1so3awi
@proceduralgeneration
I building website for create procedural texture and patterns
https://redd.it/1snu1tk
@proceduralgeneration
A little animation of the geometry I use to connect procedurally generated roads using lines and arcs only
https://redd.it/1snrvtn
@proceduralgeneration