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Telegram-канал proceduralgeneration - procedural generation

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procedural generation

Different terrains with our improved vegetation generation.

https://redd.it/15qqe3z
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procedural generation

designs from code

https://redd.it/15qmzho
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procedural generation

Valheim style Biome Generation with Rivers and Streams
https://redd.it/15pl2h6
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procedural generation

Windy Day On A Procedural Planet (C++ procgen side-project)

Procedurally generated city engine side-project (C++). No models, everything is generated procedurally during runtime at 165 FPS (currently) on a HP Omen 15 Laptop with Ryzen 7 5800H / NVIDIA RTX 3060.

Progress video is here: https://youtu.be/ikU6VAVK2Ks

https://redd.it/15pbjax
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Which option do you like the most: Option A, B, C, or D? #voxelscaper

https://redd.it/15p5y74
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Fly By - Three.js Flying Experience
https://redd.it/15okuef
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procedural generation

Procedural generation of maps for my upcoming action mining game!
https://redd.it/15o3ocn
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procedural generation

Testing our vegetation random generation(Voxelscaper)

https://redd.it/15nevje
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procedural generation

Procedural stylized pencil case | Houdini
https://redd.it/15n31l9
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procedural generation

Help getting started

Hi there!

I am an aspiring video game developer and currently study Image and Sound at university.

I was turned down from an internship, but the recruiter was nice enough to leave some feedback on various topics that are highly sought for, one of which is PCG.

I was wondering what software is mainly used for games and what things can be procedurally generated. All I know about is terrain and maybe weather or level layouts.

Can you recommend some resources to get started? Like some of the best books/videos/sites on the topic? Especially if it relates to graphics and video games.

Hope it’s okay to ask about this here, I didn’t see any rule forbidding it.
Thanks to everyone reading this!

https://redd.it/15mmf3m
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procedural generation

Effect that processes image texture into paint brush strokes

Unity Shader graph, needs quite a bit of work but it is starting to show some results!

output effect

The input model contains simply a fairly low resolution image texture of a window on a \~2000 tri subdivided model. There is a bit of prep on the blender model for it to process correctly but I hope to procedurally "paint" an entire game like this. This process is all done in shader and works at runtime.


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Input model\/texture

https://redd.it/15lr083
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Voxelscaper Devlog 1: Proof of concept, no WFC, only MC
https://youtube.com/watch?v=-XPtsVnjApI&feature=share

https://redd.it/15lgsvh
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Noisy lights
https://redd.it/15lbyi1
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procedural generation

Testing planet atmosphere of my procedural planet (with overdramtic settings)
https://youtu.be/ckgKsb_9dHA

https://redd.it/15kp3ss
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Procedural Pencil | Houdini
https://redd.it/15kjed9
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Procedural stylized rugelach cookie | Houdini
https://redd.it/15qo70x
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What would be the best Free Software ("open source") game engine for procedural generation, not just of terrain, but also of models as a whole?

I love the works of Farbrausch and my ultimate goal in game development is to have a custom engine that procedurally generates all of its meshes at runtime, if only in a loading screen, using the power of modern GPUs. But for obvious reasons, the scope of that engine is beyond what I can use in a timely manner for a game. What existing FOSS program can best help me to both create, and learn about, procedural generation of 3D models? So far, Godot is not particularly helpful in this regard, and has limitations on this particular issue even in 4.

https://redd.it/15qaz75
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Totally new to this and looking for some advice

I'm building city assets (buildings, roads) and I want them to be used to generate a city.

I've been looking at other city generation things but it's not quite what I'm looking for because it's going to end up more maze like than a real city

https://redd.it/15pgxyd
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Houdini Tutorial | How to make Underwater Sunrays in Houdini
https://youtu.be/FXzQA9r4r98

https://redd.it/15p7461
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How I added Procedural Terrain to my City Builder
https://youtu.be/jI5O58IP_kU

https://redd.it/15p1ctk
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Devlog: Marching Cubes
https://youtube.com/watch?v=_Ob4pIgxUZ4&feature=share

https://redd.it/15od2pp
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Colourful patters
https://redd.it/15o392q
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four worlds

https://redd.it/15n5pfx
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procedural generation

Procedurally generating planets within a fragment shader

https://redd.it/15moo8s
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Marching Cubes In Games(VoxelScaper)

Making nice voxel based system similar to the game Enshrouded

In this post we are going to explain to you why we spend so much time on creating hundreds of graphical pieces like these:

https://preview.redd.it/hzy31uwo62hb1.jpg?width=960&format=pjpg&auto=webp&s=f9cf1d33f2f06ebd9ec983b028b07d8e0a3b285f

In our game we want to allow players to add and remove different blocks that automatically transform into pleasant landscapes. The easiest way to implement this functionality is with marching cubes algorithm.

Classical marching cubes algorithm looks like that:

https://preview.redd.it/l9xbi8cq62hb1.jpg?width=996&format=pjpg&auto=webp&s=5d8ee76a5e2763c66894213d6163017155da3439

You see, the classical marching cubes algorithm is used for creating smooth surfaces from a set of filled or empty points on a grid.

https://preview.redd.it/j8wjxupr62hb1.jpg?width=670&format=pjpg&auto=webp&s=e951182c90ceda4bd32330830372320b46251722

https://preview.redd.it/bnifjz0t62hb1.jpg?width=670&format=pjpg&auto=webp&s=95c085f831ea62ae5ccd36adeb1898d3d3fee758

Full post: Marching Cubes In Games

https://redd.it/15mb4i3
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Voxelscaper Devlog 1: Proof of concept, no WFC, only MC
https://youtube.com/watch?v=-XPtsVnjApI&feature=share

https://redd.it/15lgsva
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procedural generation

blitz box made of code
https://redd.it/15lg2pw
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procedural generation

Procedural 4km^3 terrain in Unity using compute shaders and the Job system

https://redd.it/15l7fnp
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Grass props... concept art

https://redd.it/15kl466
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Automatic Level Generation using PCG framework and Dungeon Architect
https://www.youtube.com/watch?v=iplZmwlaSq0

https://redd.it/15kihx5
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