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procedural generation

Procedural roads with full pathfinding in Infinite Lands 0.9

https://redd.it/1srjcsp
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procedural generation

Procedural Map Tools

https://redd.it/1sqz42f
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procedural generation

This book looks interesting. Has anyone read it?
https://www.bloomsbury.com/uk/next-level-9781399423434/

https://redd.it/1squs7i
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procedural generation

Sand emboss

https://redd.it/1sqrodf
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procedural generation

Dungeon Tutorial - Unreal Engine
https://youtu.be/Hw3-HXL6Ds8?is=xmmc9DlQLlxN7shu

https://redd.it/1sqgl12
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procedural generation

Infinite procedural Backrooms

https://redd.it/1sq2gxf
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procedural generation

Fantasy settlement maps

https://redd.it/1sprr72
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procedural generation

Procedural monochrome symmetry pattern

https://redd.it/1spgo3x
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procedural generation

Someone asked if I had any “ proper “ procedural pen plots. Did these today :)

https://redd.it/1spgbeo
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procedural generation

"Transport" based growth simulation

https://redd.it/1sp85sl
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procedural generation

Triangular Peano [Fractal Curve]
https://redd.it/1sosni4
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procedural generation

World generator update (with custom noise!)
https://redd.it/1soeoo6
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procedural generation

Rocks/plants scattering

https://redd.it/1so4df8
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procedural generation

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
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Generating dungeons from simplex noise

https://redd.it/1snt15c
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procedural generation

procedural books
/r/UnrealEngine5/comments/1sqrb04/procedural_books/

https://redd.it/1sr0g4s
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Mold R&D - Houdini

https://redd.it/1sqyjaj
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Homegrown node-based proc gen terrain tool

https://redd.it/1sqtje0
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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
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Procedural hex world-builder. Part 2

https://redd.it/1sq7a4h
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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
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Contours

https://redd.it/1spolzd
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Rockets and planets

https://redd.it/1sphtjh
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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
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Zoomed out images of the worlds in my 2D mining game

https://redd.it/1sp1k50
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procedural generation

Space Colonisation

https://redd.it/1soskmt
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procedural generation

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
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procedural generation

Diffusion-Limited Aggregation
https://youtu.be/bvhEvkTefk0?is=EQ4hRcShsjkRzsF4

https://redd.it/1so3awi
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procedural generation

I building website for create procedural texture and patterns

https://redd.it/1snu1tk
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A little animation of the geometry I use to connect procedurally generated roads using lines and arcs only

https://redd.it/1snrvtn
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