Created by @r_channels
Different terrains with our improved vegetation generation.
https://redd.it/15qqe3z
@proceduralgeneration
designs from code
https://redd.it/15qmzho
@proceduralgeneration
Valheim style Biome Generation with Rivers and Streams
https://redd.it/15pl2h6
@proceduralgeneration
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
@proceduralgeneration
Which option do you like the most: Option A, B, C, or D? #voxelscaper
https://redd.it/15p5y74
@proceduralgeneration
Fly By - Three.js Flying Experience
https://redd.it/15okuef
@proceduralgeneration
Procedural generation of maps for my upcoming action mining game!
https://redd.it/15o3ocn
@proceduralgeneration
Testing our vegetation random generation(Voxelscaper)
https://redd.it/15nevje
@proceduralgeneration
Procedural stylized pencil case | Houdini
https://redd.it/15n31l9
@proceduralgeneration
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
@proceduralgeneration
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
@proceduralgeneration
Voxelscaper Devlog 1: Proof of concept, no WFC, only MC
https://youtube.com/watch?v=-XPtsVnjApI&feature=share
https://redd.it/15lgsvh
@proceduralgeneration
Noisy lights
https://redd.it/15lbyi1
@proceduralgeneration
Testing planet atmosphere of my procedural planet (with overdramtic settings)
https://youtu.be/ckgKsb_9dHA
https://redd.it/15kp3ss
@proceduralgeneration
Procedural Pencil | Houdini
https://redd.it/15kjed9
@proceduralgeneration
Procedural stylized rugelach cookie | Houdini
https://redd.it/15qo70x
@proceduralgeneration
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
@proceduralgeneration
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
@proceduralgeneration
Houdini Tutorial | How to make Underwater Sunrays in Houdini
https://youtu.be/FXzQA9r4r98
https://redd.it/15p7461
@proceduralgeneration
How I added Procedural Terrain to my City Builder
https://youtu.be/jI5O58IP_kU
https://redd.it/15p1ctk
@proceduralgeneration
Devlog: Marching Cubes
https://youtube.com/watch?v=_Ob4pIgxUZ4&feature=share
https://redd.it/15od2pp
@proceduralgeneration
Colourful patters
https://redd.it/15o392q
@proceduralgeneration
four worlds
https://redd.it/15n5pfx
@proceduralgeneration
Procedurally generating planets within a fragment shader
https://redd.it/15moo8s
@proceduralgeneration
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
@proceduralgeneration
Voxelscaper Devlog 1: Proof of concept, no WFC, only MC
https://youtube.com/watch?v=-XPtsVnjApI&feature=share
https://redd.it/15lgsva
@proceduralgeneration
blitz box made of code
https://redd.it/15lg2pw
@proceduralgeneration
Procedural 4km^3 terrain in Unity using compute shaders and the Job system
https://redd.it/15l7fnp
@proceduralgeneration
Grass props... concept art
https://redd.it/15kl466
@proceduralgeneration
Automatic Level Generation using PCG framework and Dungeon Architect
https://www.youtube.com/watch?v=iplZmwlaSq0
https://redd.it/15kihx5
@proceduralgeneration