Created by @r_channels
2D Pixel Planet Rendering (Converts 2D Textures to 2D spheres)
https://redd.it/15xtq6h
@proceduralgeneration
Core Mechanics of Voxelscaper
https://youtube.com/watch?v=1b-myu9n3PM&feature=share
https://redd.it/15x9oav
@proceduralgeneration
Pixel Spiral Galaxy Simulator
https://redd.it/15x4m8n
@proceduralgeneration
Anyone knows a algorithmic good approach for generating sand waves or ripple marks?
https://redd.it/15wmi2v
@proceduralgeneration
Infinite world of programmer art
https://redd.it/15wi15u
@proceduralgeneration
Pixel Based Universe Simulator (Inspired by: https://photon-ray.xyz/pixelPhysics/)
https://redd.it/15we4im
@proceduralgeneration
Houdini Tutorial | How to do White Water in Houdini
https://youtu.be/Vaj8fdyzEBM
https://redd.it/15w1i4h
@proceduralgeneration
We're three college grads who built a next-gen voxel game engine inspired by Minecraft, and it's so easy that anyone can create an open world (Then we will use AI to procedurally generate worlds). I am here to answer any questions!
https://redd.it/15vkink
@proceduralgeneration
El Greco study (cellular-automata collage)
https://redd.it/15vamdy
@proceduralgeneration
Ladders, roads, and balconies.
https://redd.it/15unac1
@proceduralgeneration
Extrapolating triangles from Voronoi diagrams
I’m playing around with procedural terrain gen and I have implemented the divide and conquer voronoi algorithm. What I am left with is a 2D array, in which each element contains the ID of its nearest voronoi point.
So the next step is to use this array to get a list of triangles for each voronoi cell. But I’m struggling to think of how to do this, if anyone could point me in the right direction that’d be greatly appreciated:)
https://redd.it/15sz3l4
@proceduralgeneration
cry me an ocean... model and print ~290° FOV
https://redd.it/15swmts
@proceduralgeneration
The first-ever Coinbase airdrop
https://basechain.markets
https://redd.it/15s1v5z
@proceduralgeneration
Battle with AI Pokemon!
Hey guys, I'm a student studying computer science and have recently been learning AI. I developed a cool project where you can battle with AI-generated pokemon. The pokemon were generated using a procedural algorithm which formed a prompt to give to StableDiffusion. I was wondering what you guys thought! It's one of my first projects so please go easy on me.
https://mirageisland.ai
https://i.redd.it/jr4o9122y9ib1.gif
https://redd.it/15rsgre
@proceduralgeneration
WebGPU Voxel Path Tracing
For the past couple of weeks I have been working on a WebGPU-based voxel path tracer.
It uses a JavaScript port of [https://bitbucket.org/BWerness/voxel-automata-terrain/src/master/\] to generate fractal-like voxel scenes and renders them with WebGPU.
link: https://addisonprairie.github.io/WebGPU-Voxel-Fractals/?size=128
The default scene size is 128x128x128. If you'd like to see smaller or larger sizes, you can just change the "size" argument in the URL. Valid sizes are 32, 64, 128, 256, and 512, although 512 and 256 can take a bit to generate.
It generates scenes based off a seed, which can also be changed to generate new and interesting fractals. You can get more information about the controls/settings by clicking the "help" button.
I'd love to know what you guys think! And if you find any interesting seeds, you can save images of them, or share that seed using the "copy seed URL" button to allow other people to explore that seed on their own computer.
Note: while this program is capable of running on a range or hardware, including laptop integrated graphics, it may run slowly on low end hardware. Also, it must be run on a WebGPU-enabled browser: anything Chromium-based should work. If you have issues, please let me know!
more info: https://twitter.com/AddisonPrairie/status/1691187208722456576?s=20
https://preview.redd.it/f5h9sym905ib1.png?width=1920&format=png&auto=webp&s=0bbf307d804cdb70b3703a7cf0d215f9ba3d2ef9
https://redd.it/15r6lqz
@proceduralgeneration
Hi, I have released Procedural Realistic City Generator for Blender
https://youtu.be/6YIpYWfLkr0
https://redd.it/15xbv76
@proceduralgeneration
Need help island generation with caves and so on
Hello everyone, I'm searching for a partner to collaborate with me on crafting an extraordinary procedurally generated island. The project involves creating diverse landscapes including caves, rivers, and more. While I'm new to procedural content generation, I've already achieved success in generating islands featuring various biomes, lakes, and even some serendipitous rivers.
My discord: unifiedcode
https://redd.it/15x4qzo
@proceduralgeneration
Procedural generation of stories in games?
Is it reasonable to think that in the near future maps, level design, town/city building, NPC stories, secondary quests, can be fully generated procedurally by an IA, and possibly randomized, to allow the scalability needed for some ambitious space games, world RPGs, MMOs, story-based infinite rogue-like?
That does not mean the IA would generate the main stories (if they exist), as this could still be on the dev part, but the IA could be useful to fill the holes.
https://redd.it/15wqwpn
@proceduralgeneration
Rivers, Lakes and Waterfalls (w. terrible graphics)
https://redd.it/15wig4u
@proceduralgeneration
Procedural Forest Battlemap
https://redd.it/15wfaik
@proceduralgeneration
Procedural Biome Authoring Using Relational Data Models in Houdini for Unreal Engine
https://www.youtube.com/watch?v=yL-KL7OQyHg&ab_channel=HakeemAdam
https://redd.it/15wdkb1
@proceduralgeneration
Oppy - A stylized world generator for Unity 3D. Effortlessly create unique, stylized worlds that can be easily customized with parameters using Perlin Noise. This powerful tool simplifies the world-building process and allows for endless creative possibilities. WIP
https://redd.it/15vnb15
@proceduralgeneration
My simple pixel space systems generator.
https://redd.it/15vhf5p
@proceduralgeneration
fun with curls - 270° FOV - model and print
https://redd.it/15upa5d
@proceduralgeneration
I made a little game about finding fractals
https://redd.it/15u3dp7
@proceduralgeneration
Interesting video on some extra complexities to perception for terrain generation
https://youtu.be/Z6wGgxAtFlM
https://redd.it/15sylv9
@proceduralgeneration
Procedural continental terrain generation
How do u procedurally generate a coastline?
Ive tried with perlin noise, but it gives always this kinda result.
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Perlin based terrain generation
But i want a more continental look, we could say, more realistic. Like, how can u get this kinda result?
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World coastline
Maybe combining different types of noise or what?
https://redd.it/15s5b3u
@proceduralgeneration
Voxelization and smoothing
https://redd.it/15rtr1v
@proceduralgeneration
Gunsmithing Generator
I wanted to make a generator which randomly chooses parts and puts these on a chosen weapons system, though I don’t know how I could make the generator nor do I know where I could get the assets for the gun mods. Help is appreciated.
https://redd.it/15rlqpo
@proceduralgeneration
[UPDATE | Train board generator] - Create custom Ticket to Ride boards within seconds!
https://www.reddit.com/gallery/15qqesz
https://redd.it/15qqja1
@proceduralgeneration