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procedural generation

Godot 4 PBF File reader gd script only early
https://redd.it/1uae8sp
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procedural generation

I have some ideas for procedurally generating games that anyone can use.

1. Accurate backrooms generation game that generates just like the real backrooms in the Kane parson’s series.
2. A voxel game with infinite planets and galaxies, you can design things out of pixels like the chisels and bits mod or out of normal blocks, but each new planet has a chance of generating new atoms, elements, ores, and new plant life.
3. Some game like The powder toy but you can mix and fuse elements to make new things. Mainly focusing on the nuclear/atomic aspect.
If anyone would want to pick these ideas up and make them into a game, or inspire your own idea, you can do just that, no credit needed and these ideas are free to use

https://redd.it/1uabpr9
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web app for designing parametric wave walls
https://redd.it/1u9l5pw
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Gorgeous Math!

https://redd.it/1u9jjl5
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procedural generation

gradient, an elevation lapse rate, and rain shadow approximated by a running maximum of elevation along the wind, so deserts end up behind mountains because the moisture rained out on the windward side and so on.

Drainage is D8 flow accumulation with depression-filled lakes and rivers extracted at the 98th percentile of accumulation.

Then Voronoi regions (nearest-seed kd-tree), macro-region clustering, and feature extraction that finds mountain passes and chokepoints, the strategic sites history will later care about.

And it now does care. The military layer reads geography when it picks wars (weighting how hard a target is to attack), scores which regions are worth taking, and routes raiders by path difficulty, so an unreachable target nearly drops off the map. The pass the feature extractor found gets to matter to a war declared two hundred simulated years later.

Political map and borders with traderoutes

# Economies that cascade

Production chains are declared in JSON (`ore → ingot → tools`), settlements consume from regional resource pools and write back to them. A small registry of cascade rules then routes upstream events to downstream consequences on a delay.

I'm currently reading a lot about the Bronze Age, and the Bronze Age collaps is such an interesting event that gave me some inspiration.

A major metal-goods crisis knocks a settlement's defense down a notch and, two years later, a second rule turns that weakened defense into banditry: a `bandit_pressure` condition that then raises ambush odds for caravans crossing the region. So a mine running thin in one decade becomes raiders on a trade road in the next, with no event scripted between them. Because each consequence traces to exactly one rule, I can read a finished world back and explain why a road is dangerous, not guess. The prices in the player-facing shop just read post-tick economic state and tag goods scarce or surplus on their own.

Resources, and Trade

# Gods that earn it

Inspired by Indo-European pantheon and its history, religion follows the same instinct: don't hand out importance, let the world generate it. Fifteen primordial concepts (fire, forge, death, war, nature) are universal archetypes, not gods; each culture filters them through its own experience, so the same concept becomes different deities, or none, depending on who's worshipping.

Unanswered prayers tick up on their own, so a god whose culture declines slides from major deity back toward local spirit. Gods don't usually die dramatically here. They're forgotten.



Religious system

# Learnings so far

Data-driven authoring is the multiplier: every system I made JSON-authorable paid for itself within a week; every one I hardcoded got rewritten.

Constraints beat randomness: the most believable output came from the most constrained systems, not the freest (arguably).

Wiring is harder than generation: building a drainage simulator is a fun weekend, but making a war care about a mountain pass is months, and that's the part that makes a world feel caused instead of decorated.


The dungeon generator that started all this is still in there, now sitting inside a procedurally-shaped continent, inside a settlement, inside a history that can account for it.

Techstack: Python 3.10, NumPy, NetworkX, pytest, scipy.

# General references that taught me most

\- Shaker, Togelius, Nelson, *Procedural Content Generation in Games* (2016), the survey http://pcgbook.com/

\- Red Blob Games (Amit Patel): https://www.redblobgames.com/ , practical reference for everything map-shaped.

\- Martin O'Leary, "Generating fantasy maps":

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Every shape here is a procedural point cloud. The brain is ~800 particles, and harvesting a memory morphs the cloud into its sigil. No art assets, all SkiaSharp. (Memory Dealer)

https://redd.it/1u9g79y
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procedural generation

VoxelCraft — free browser voxel sandbox with 7 dimensions, erupting volcanoes and cities
http://coolgames6x.com

https://redd.it/1u9avk1
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Mandelbrot GUI: Visualizer with Perturbation Theory (with a 1e-308)

https://redd.it/1u924qj
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procedural generation

Colourful Strips Pattern
https://www.reddit.com/gallery/1u8ykex

https://redd.it/1u8z8kx
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A Penrose tiling generated through recursive substitution (Python/Manim)
https://www.youtube.com/shorts/_EXt9TYTwMo

https://redd.it/1u8mleq
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procedural generation

Better Quest Generation
https://redd.it/1u85yp2
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procedural generation

Procedural 3d car generator - Made in Blender 3d using geometry nodes. Trying some new method.

https://redd.it/1u7wq3z
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procedural generation

A learned, continuous control that erodes typed speech into wordless glossolalia, same voice the whole way

Not a DSP effect, it's lexical resynthesis from typed input: read a sentence you just invented and erode specific words into plausible others while holding syllable count, stress, and voice fixed across the slide. One dial, clean at 0, wordless tongues at 4, with a deterministic real-word-mishearing mode alongside. Type something, drag to 4, listen: https://huggingface.co/spaces/akshan-main/glossolalia .

https://redd.it/1u7o0f9
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procedural generation

Help with mesh generation

https://preview.redd.it/425mcxxh6o7h1.png?width=806&format=png&auto=webp&s=2c37696415de0814c09747c64b478cd7dedfece4

I'm trying to make a procedural planet, but I can't seem to figure out how to get rid of this weird shading, You can see the individual quads and triangles. The quad diagonal is light and the sides of the quads are dark.

I'm doing this in Unity with a compute shader where I calculate normals with Finite Difference Sampling, but the issue prevails when I just use Unity's "RecalculateNormals" method.

https://redd.it/1u7i8y7
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Pixel Theory, I'm looking for feedback on a static universe VSL model
/r/LLMPhysics/comments/1u4r55k/pixel_theory_im_looking_for_feedback_on_a_static/

https://redd.it/1u75eme
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Procedural nature
https://redd.it/1uaeud7
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procedural generation

Cool godot 4 background

https://redd.it/1u9xvkr
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Procedurally generated Nebulae
https://www.reddit.com/gallery/1u9jxzy

https://redd.it/1u9jynv
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procedural generation

https://web.archive.org/web/20240516225320/https://mewo2.com/notes/terrain/

\- Emergent simulation, Tarn Addam talks and Brian Bucklew "Data-Driven Engines of Qud and Sproggiwood"

\- Inigo Quilez: https://iquilezles.org/articles/ , noise, SDF, fBm.

https://redd.it/1u9i2vz
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procedural generation

From Procedural Dungeon Generator to Plausible World Simulation (writeup + sources)

Six months ago I've started a procedural dungeon generator that answered the question "what could be here". Quickly I got fixated on a different one, "why is this here?", and it quietly reorganized the whole project around itself.

I got a bit carried away. Here is a generated map of the whole continent that includes countless generated dungeons:

https://preview.redd.it/ck15zxpoj38h1.png?width=1768&format=png&auto=webp&s=cab32842e63adb82c0212d24a91e64a697dc68fd



This is a writeup of how that one constraint played out across five subsystems, with a sources section at the end for anyone building something similar.

But first things first.

# Rooms that need reasons

The dungeon is a NetworkX graph (rooms are nodes, doors are edges), but the interesting part isn't the graph, it's that every room has to justify its neighbours. Each room type declares what it provides and what it requires:

"forge": {

"provides": "smithing", "metalwork",

"requires": {

"watersource": {"maxdistance": 2, "required": true},

"orestorage": {"maxdistance": 3, "required": true}

}

}"forge": {

"provides": "smithing", "metalwork",

"requires": {

"watersource": {"maxdistance": 2, "required": true},

"orestorage": {"maxdistance": 3, "required": true}

}

}

Generation runs in two passes. First, pick rooms from the dungeon's archetype and the owning culture's needs. Then run constraint propagation: for every placed room, consult `max_distance` looking for something that satisfies each requirement, and auto-insert it if nothing does.

A forge that needs water within two rooms gets a well nearby. Cultures inherit room palettes and topology preferences (depth, branching, symmetry, secret-passage chance) from parent cultures, so a dwarven forge-clan stronghold and an elven sanctuary come out structurally different. Nothing is placed without a reason it could be defended in-world.

Procedurally but restraint defined dungeon map with plausible layout \(and incursions, i.e cave-ins, floodings..\)


That was meant to be the entire project. Then I wanted the dungeons to belong somewhere, and the somewhere needed a history. And language.

# Languages that remember

Each language has a phonotactic profile (which sounds exist, which clusters are legal, how syllables build) and that profile, not the vocabulary, is what makes elvish sound elvish (I am using high fantasy language placeholders for now).

On top sits a sound-shift engine modelled on real diachronic processes (lenition, vowel shifts, final devoicing, a Grimm's-Law-style rotation), so words mutate over centuries and every name keeps its etymology. Languages also drift apart by divergence against a Swadesh core list (words/concepts/ideas that every culture reasonably can name) at a rate set by remaining contact: civil-war splits diverge fast, trade-bonded neighbours stay intelligible and so on.

Over a long run you get dialect forks, the occasional trade pidgin, and low-prestige languages dying out. Honest caveat: these are placeholder *phonologies* tuned to real-world aesthetics, no grammar yet, what's really simulated is the evolution of name-generating rules, enough that a city's name tells you which century and dialect shaped it.

How the engine changes existing vocabularies




# Geography that causes history

The world used to be a hand-authored JSON map, which meant every playthrough ran on the same continent. Replacing it is a 14-stage pipeline, and the throughline is the same: start with physics, derive everything else.

A simplex-noise heightmap (multi-octave fBm, edge falloff for continent shape) was my choice. Climate falls out of it: a latitude

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A funny story someone called procedural art "not original"

https://redd.it/1u9dcp2
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Procedural real-world cities in pure Python: Real footprints → grammar-generated buildings → drivable in Godot engine
https://redd.it/1u95069
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One equation generates every bird egg shape — interactive 3D version

https://redd.it/1u90yxy
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Keeping short-seed world gen from getting repetitive

I'm building Altworld, a browser-based life sim where players describe a world in a sentence and the game builds a persistent setting from that. I keep hitting the same wall: short seeds produce very similar results. A one-line medieval prompt almost always gives a village with a tavern, a blacksmith, and a forest nearby.

I've tweaked the prompt to push for more variation, but the fix is brittle. It either breaks coherence or loops back to the same few templates. Has anyone solved the problem of keeping procgen diverse when the input is this sparse? I'm curious how others inject controlled randomness without losing the thread of the setting.

https://redd.it/1u8p9ma
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Procedural asteroid generator for blender(Eevee)

https://redd.it/1u8cei5
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Better quest generation

https://preview.redd.it/b888tqxs9t7h1.png?width=1913&format=png&auto=webp&s=807f0f419907c86c8447b8d1ea2c7074684d976e


Hey everyone, I'm looking into a novel way to do procedural quest generation.

Hey everyone, I'm looking into a novel way to do procedural quest generation. The world that I'm in and that they have causal sense to them. For example if I recently go to a village and I sell 50,000 loaves of bread, I don't want to get a quest about getting more bread for the village as they should be already overloaded.

I know many people right now are trying to use other LLMs to do the generation but I wanted to try an alternative approach using graph grammars to support emergent properties.

In the screenshot that you see above me, I have my current world state expressed as a series of nodes, which are my facts, and then my edges, which connect them together. To generate a new Quest, I start by generating a new Quest node and that Quest node expands, similar to how an L-system works, by continuously rewriting it based on matching rules.

If there is a relic at the current quest location, then claim it and move on.

I have a few interesting properties that come out of this:

1. I can generate non-linear quests based on different pre-conditions. For example when I want the user to go to a castle and rescue a prisoner, based on the castle properties, say for example whether there's a secret tunnel. I can make branching possibilities such that the user could either do a stealthy infiltration or could assault the castle.
2. Because everything is modeled in a relationship, I can, for example, model how two NPCs might feel for each other. I can use this as a justification for generating a quest for one of them to get revenge.



There is probably an additional phase that I need to do for this, which is generating the necessary narrative constructs, so actual story, exposition, and dialogue to satisfy the planned quests that are there. This will probably be a relatively good use case for LLMs to fill it in by doing very short generation where I can keep them constrained, or I might just explore doing the actual generation through graph grammars as well, which might be interesting.

Anyways I'm looking for people who are also interested in procedural quest generation so that I can explore further pieces as well as make much larger examples of interesting procedural quests. Please hit me up :)

https://redd.it/1u85h6y
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The Orani Prism Update - Massive UI Overhaul and Codework

https://the-orani-group.itch.io/the-orani-prism-demo

Hello everyone,

Quick reminder as to what The Orani Prism is: it’s a deterministic non-llm settlement generator that starts with a group of settlers and simulates growth over time until desired population or time amount has reached. It provides NPC with full OGL stats complete with historical memory through events the NPC has been a part of, as well as Big 5 psychological biases. Quests, hooks, rumors, secrets, are all generated from the engagement of NPCs and events as time progresses. Used for quick throwaway locations when you need a location with people for whatever reason.

This week I’ve been doing a lot of spring cleaning with my code. Ensuring everything is tied up where it’s supposed to be, making sure results are appropriate. I’ve also done little add-ons here and there so be sure to read the devlogs for more detail.

But more than that, I’ve majorly overhauled the UI and the user experience to try and make it flow better. For those of you who have used the Prism before, how do you like the changes? If this is your first time, does it flow well for you?

As always, a question for the Actors and Bards:

Actors: What is the best way to convey sensory experience in a format like this? How best would want conveyed sights, sounds, smells, and so on? Would you like it more in a narrative style? Bullet point? The Actor’s Sides are your you, and I want to make the settlement feel alive the way you want.

Bards: I provide you with a gigantic mountain of information. What information is most important for you? What holds the highest priority of order/accessibility? What kinds of demographic or sorting information do you need insight on?

Thank you for your time, see you at the table.

\-The Orani Group

https://redd.it/1u7oxe5
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Plate-tectonics simulation on a spherical grid world in Godot.

https://redd.it/1u7mhul
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I solved a 145-second chunk loading problem. It took two completely unrelated fixes.

https://redd.it/1tvm67n
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Quick open source prototype to validate continuous LOD decimation for Surface Nets voxel terrain

https://redd.it/1u70ti4
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