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procedural generation

Valheim-inspired fully procedural fantasy world
https://www.youtube.com/watch?v=2_Qn1pklQCU

https://redd.it/1u6y3lz
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procedural generation

Age of Empires inspired me to make an RTS with randomly generated maps. What makes procedural maps feel memorable?

https://redd.it/1u6n33y
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procedural generation

Tectonic plate movement simulation with voronoi convection zones and texture-pixel layer as the simulation particles with reintegration tracking.

https://redd.it/1u6d6lh
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SVG Kinetic Spirograph

https://redd.it/1u65va4
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procedural generation

Added spirograph to my free app

https://redd.it/1u5tiqf
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procedural generation

Procedural Wulingyuan

https://redd.it/1u5uut4
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procedural generation

WorldLoop Turns Any Structure Into Playable Terrain
https://youtu.be/LeOkVhurRGw?is=hIQLhDr_d3d0vFig

https://redd.it/1u5iaz0
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procedural generation

Procedurally Generated levels in my game

https://redd.it/1u5h49m
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procedural generation

Started working on some fluid simulations after being inspired by Coding Adventures

https://redd.it/1u5ap83
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procedural generation

Final project for computer graphics class

https://redd.it/1u4t1ev
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procedural generation

Procedural Isometric Worlds

https://redd.it/1u4kwme
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procedural generation

Anchors

https://redd.it/1u4acqa
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procedural generation

RPG generators

I've recently made a bunch of generators for RPGs. Characters, factions, items, quest hooks and more

Check it out over at https://codexcryptica.com

https://redd.it/1u3ze0j
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procedural generation

Procedural Terrain WIP

Hello, I’m working on a procedural terrain generator to make aesthetic mountains in ROBLOX. I’m planning to add more detail/texturing like sticks, tree stumps, and rocks. However, with the current progress I have right now, the game has around 100k+ baseparts in the workspace, which obviously results in really slow fps. I configured the map to be 1000 studs by 1000 studs, which allows the map to somewhat have all terrain features as well as to be explorable. Any tips of how I can increase fps or do anything about this will help me.

Some general feedback or thoughts on the terrain shape, lighting, details, and texturing would be greatly appreciated.

Game Link: proc terrain gen | Play on Roblox
Note: This showcase has thousands of parts, so your device will be pretty laggy. This map takes a long time to generate, and while generating, it will be even more laggy. Just wait for the notification on the bottom right to pop up. Addionally, the terrain will be generated below the spawn platform. You can regenerate new terrain by leaving and rejoining back, giving you a different seed.

My PC Specs include an i5 CPU, rtx 2060, and 16 gb of RAM

EDIT: I just turned on streaming enabled, and it appears to run much better.

https://preview.redd.it/t4nurqvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=b382f2e918e2310442cefc346451caf185093b5e

https://preview.redd.it/czznxtvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=6b0dcfc44eebf433a8f85252416cdf15ea34864f

https://preview.redd.it/4sosevvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=1fb15fbf1a4a9b99adaacf257c8e6698a32534c0

https://preview.redd.it/k9msxtvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=433b3ed704629eea8a515f68b8112535fec09080

https://preview.redd.it/xl1c1wvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=39dc5e29c414da90b6f21bcac4e2b080c8fc9742

https://redd.it/1u3wt2c
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Generators
/r/WorldbuildingWithAI/comments/1u3dgo6/generators/

https://redd.it/1u3nj2l
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Finally made an Infinite Lands tutorial! Starting a procedural island series
https://youtu.be/sQ_8l8Lr3WA

https://redd.it/1u6ne7j
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OpenGL - textured grass experiments
https://youtu.be/ZXMMGey8MY8

https://redd.it/1u6jglh
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Procedurally Generated creatures racing

https://redd.it/1u685dz
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Why I built a deterministic, data-driven engine that compiles Natural Language into bit-identical geometry

Most generative graphics tools today rely on probabilistic AI models. They are creative, but they are messy. You can’t recreate a scene exactly, and the outputs are often unpredictable.

I wanted the opposite: **Total, bit-identical determinism.**

I’ve spent the last months building **GAP+** (Geometric Architecture Parametrics), a system where natural language inputs compile to verifiable geometry through a strictly deterministic pipeline. No AI, no dependencies, no floating-point drift.

# The Architecture: "Objects are Data, not Code"

I moved away from hardcoded Rust strings. The pipeline is now:

1. **Natural Language Input:** `geotool nl "a stone tower"`
2. **Thin Loader:** Parses modifiers and selects a template.
3. **GAP+ Template:** A parametric `.gap` file (pure data).
4. **Compiler:** Expands `include`, `repeat`, and `let` declarations.
5. **Geokern Engine:** Executes the operations to output a **Merkle Hash** that proves the scene's geometry.

# Why this is different (The "World-Class" Checklist)

* **Cross-Platform Determinism:** By using a golden-root test matrix (Linux, Windows, macOS), every scene hash is validated. If the macOS output differs by a single bit from the Linux output, the CI fails.
* **No-Recompile Workflow:** I can add a complex object (like an obelisk) by adding one `.gap` data file and one TSV registry line. The engine doesn't even know what an "obelisk" is—it just executes the parameters.
* **Zero-Warning Policy:** The codebase enforces strict `clippy` lints and standard formatting via CI. If it doesn't build perfectly, it doesn't get merged.

# The Proof

Here is a physically based render of a gold sphere generated by this pipeline:

`sphere a0 2 48` `pbr a0 0.90 0.55 0.30 1.0 0.18 0.5`

# Why this matters

This isn't just about rendering spheres. It’s about building a **Foundation for Procedural Worlds** where you can mathematically prove the state of your environment across any hardware.

I've just open-sourced the framework, and I'm looking for feedback on the architecture—specifically on how to handle compositional grammar (e.g., "a vase on a table") within a purely deterministic system.

You can check out the source, the golden-root test suite, and the engine internals here:


[https://github.com/MerlijnW70/gap](https://github.com/MerlijnW70/gap)

https://preview.redd.it/rzkf9qkqvb7h1.png?width=1280&format=png&auto=webp&s=c092900458c44c0a849d736a031dcbea7c367c0c




https://redd.it/1u5zczk
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A square rotating around a single vertex, recorded step-by-step
https://youtube.com/shorts/CPXI3ZM6vQw

https://redd.it/1u5vl69
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procedural generation

Project Rimheim (Working title)
/r/BaseBuildingGames/comments/1u5nia1/project_rimheim_working_title/

https://redd.it/1u5oqu3
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Cute universe simulation sandbox early access

https://redd.it/1u5ijt1
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procedural generation

Removed by Reddit

Removed by Reddit on account of violating the [content policy. ]

https://redd.it/1u5glrb
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procedural generation

I turned a website from 2010 into a Procedural Art Generator CLI
https://www.reddit.com/gallery/1u53eh8

https://redd.it/1u53hn8
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procedural generation

Procedural classical architecture add-on for Blender — every element auto-fits.

https://redd.it/1u4okm3
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Procedural city buildings generated from OpenStreetMap footprints

https://preview.redd.it/kl3b2btdmy6h1.png?width=1913&format=png&auto=webp&s=1f0915ff4a295f6f62db265ffe661e73412ca223

https://preview.redd.it/1vkxnatdmy6h1.png?width=1913&format=png&auto=webp&s=1530ce3f66f7efc0048681d27d5a9b9a1bc7220f

https://preview.redd.it/ff9ll9tdmy6h1.png?width=1913&format=png&auto=webp&s=378bb11a7f00b047e45b04b83f57b251415ec935

https://preview.redd.it/e63qf9tdmy6h1.png?width=1913&format=png&auto=webp&s=17b4a48d5e376207f36983b2e069bf55a105e773

https://preview.redd.it/kzrxm9tdmy6h1.png?width=1913&format=png&auto=webp&s=d70c107450cdeb2b4a2b30ad0bab223acf6978a1

https://preview.redd.it/vrun4atdmy6h1.png?width=1913&format=png&auto=webp&s=26f092df1fc418c0e5637c84a77dfbf219a2a3cf

https://preview.redd.it/xw4vz9tdmy6h1.png?width=1913&format=png&auto=webp&s=f06512890201a6863a91a7dc314420a32e91ae5d

Been working on generating 3D buildings from real OpenStreetMap footprints. Each one gets its shape, floors, windows, balconies, roof and chimneys from the footprint and tags — all algorithmic, no hand-placed models. Open data, Python, exports to Godot. Just wanted to share where it's at. Cities in pictures: Saint Etienne, France 42000, Grenoble, France 38000.

https://redd.it/1u4eq58
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I used a Voronoi diagram as a strategy game board — here is how the generation pipeline looks and the design tradeoffs I found

https://redd.it/1u48s79
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procedural generation

WFC 2D Unity Room based procedural generation?

I want to make a procedural generation system similar to "Cadence of Hyrule" where the map is made up of quadrants or cells and inside each of those cells an area gets generated. However unlike a typical dungeon crawler where you can go from one room to another and it doesn't matter whats on the edge because the edges are all walls. I need the system to detect where a cliff tile is and have a cliff tile on the oppsite edge in the next room. E.g their is a cliff at the top of the room so when you go up and enter the next room their should be a cliff at the bottom. I don't want you to be able to walk forever, I want it so that you load into a new room like a zelda dungeon. I've never done procedural generation so any tips, resources or suggestions would be greatly appreciated!

https://redd.it/1u404uj
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Free Procedural sci-fi space skyboxes — equirect + cubemap + scene-referred HDR, no AI (3-sky sample)

I built a pipeline that generates space skyboxes entirely in code (numpy/Pillow) — no AI, no scraped data, no photoscans — so they're genuinely clean to use commercially.



Sharing a free 3-sky sample (the full set is 12). Each sky:



• 2K equirectangular panorama (for Skybox/Panoramic) + 6 cubemap faces (OpenGL)

• a real scene-referred .hdr for image-based lighting

• seamless across the 360° wrap


🔗 All packs: https://pack-s.itch.io/

https://preview.redd.it/b466w1q33u6h1.jpg?width=1372&format=pjpg&auto=webp&s=ab695828f3faa7c70f93e6e49a151771174a4071



Tested in Unity (Skybox/Cubemap or Panoramic) and Unreal (Sky Sphere / HDRI Backdrop); works in Godot and Blender too.

https://preview.redd.it/kyd25t433u6h1.jpg?width=1280&format=pjpg&auto=webp&s=d6a1f28f6f8e49c3f21c41f75b476759678127ae

https://preview.redd.it/avx42od73u6h1.jpg?width=1280&format=pjpg&auto=webp&s=15d76ae29aeed4b4227ba11265b4522da62d50aa

Free link's in the comments. Happy to explain how they're generated, and I'm taking requests for styles/formats people actually need.


🔗 All packs: https://pack-s.itch.io/

https://redd.it/1u3s5oz
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procedural generation

Question: How Paralives (game) do the real time procedural generation?

I've been wondering how this game managed to make the system for some of the furnitures that works procedurally in real time. They adapt and scale, the same as if it was a tool made in Houdini or Blender, however it works inside the game.
I know they used Unity as their game engine, so I'm pretty interested to knowing more about that and studying as well. If anyone knows how they did it I'd be very interested to know.

https://redd.it/1u3kla3
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