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procedural generation

I updated my action roguelike game and extended the map pool! It now has 24 types, each with their own procedural generation rules!
https://redd.it/1afgkl5
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procedural generation

I'm creating an open source Rust library for generating realistic virtual terrain and would appreciate any advice and/or suggestions

https://redd.it/1adng2p
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procedural generation

I made a free tool that generates custom islands!

https://redd.it/1abjs9z
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procedural generation

After some time i came back to this project. The Procedural Earth-Like Planet
https://redd.it/1abv4yo
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procedural generation

Procedurally generated 8km^3 octree terrain with half a million trees (prefabs & fake impostors) running at 60 fps at 1440p on a GTX 1050 (Unity HDRP)
https://www.reddit.com/gallery/1ace1zt

https://redd.it/1ace2i7
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procedural generation

Improved my real-time height-map shadows (code in comments)

https://redd.it/1acv468
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procedural generation

An infinite procedural cyberpunk city (three.js)

https://redd.it/18x94kg
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procedural generation

Around The World, Part 10: Fixing the climate - Making deserts go away and come back again
https://frozenfractal.com/blog/2024/1/2/around-the-world-10-fixing-the-climate/

https://redd.it/18womd1
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procedural generation

I have been working on a procgen dungeon maker and I have no idea what I am doing.

I am not exactly sure what I am doing wrong. Wvwry time I think I am getting close, my logic in the code just goes bonkers. It always overlaps no matter what I do! The rooms always overlap each other. I'm aware this is a learning curve kind of thing. Does anyone have a good tutorial/guide for the coding algorithm needed for procgen to work with room prefabs and specific door locations per room?

https://redd.it/18wnoju
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more voronoi trouble...why are some cell walls not extending to their circumcenter?

if you have seen some of my other posts, you know i am working on developing a voronoi based city using threejs. I am taking a different approach now, utilizing the [delaunator npm package](https://github.com/mapbox/delaunator) to detect circumcenters, and then connect them to form the cell walls.

i have spent all day trying to figure out why some of these walls are not reaching their end points (see image below)

https://preview.redd.it/lhfb5807jy8c1.png?width=1615&format=png&auto=webp&s=f0a5e33b4731558ba6ca69fe4916d3a04cd003e7

here is my script. any ideas what is causing this problem? thank you

import Delaunator from "delaunator";
import * as THREE from "three";
import { _math } from "../_/math";

export const getVertexData = (x: number, y: number) => {
const gridSize = 100; //500?
const roadWidth = 5;
const currentGrid = [Math.floor(x / gridSize), Math.floor(y / gridSize)];
var points = [];

for (let ix = currentGrid[0] - 1; ix <= currentGrid[0] + 1; ix++) {
for (let iy = currentGrid[1] - 1; iy <= currentGrid[1] + 1; iy++) {
var pointX = _math.seed_rand(ix + "X" + iy);
var pointY = _math.seed_rand(ix + "Y" + iy);
var point = new THREE.Vector3(
(ix + pointX) * gridSize,
(iy + pointY) * gridSize,
0
);
points.push(point);
}
}

var currentVertex = new THREE.Vector3(x, y, 0);
const delaunay = Delaunator.from(points.map((point) => [point.x, point.y]));

const circumcenters = [];
for (let i = 0; i < delaunay.triangles.length; i += 3) {
const a = points[delaunay.triangles[i]];
const b = points[delaunay.triangles[i + 1]];
const c = points[delaunay.triangles[i + 2]];

const ad = a.x * a.x + a.y * a.y;
const bd = b.x * b.x + b.y * b.y;
const cd = c.x * c.x + c.y * c.y;
const D = 2 * (a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
const circumcenter = new THREE.Vector3(
(1 / D) * (ad * (b.y - c.y) + bd * (c.y - a.y) + cd * (a.y - b.y)),
(1 / D) * (ad * (c.x - b.x) + bd * (a.x - c.x) + cd * (b.x - a.x)),
0
);

circumcenters.push(circumcenter);
}

const voronoiWalls = [];
for (let i = 0; i < delaunay.halfedges.length; i++) {
const edge = delaunay.halfedges[i];

if (edge !== -1) {
const v1 = circumcenters[Math.floor(i / 3)];
const v2 = circumcenters[Math.floor(edge / 3)];

if (v1 && v2) voronoiWalls.push(new THREE.Line3(v1, v2));
}
}

for (let i = 0; i < voronoiWalls.length; i++) {
var closestPoint = new THREE.Vector3(0, 0, 0);
voronoiWalls[i].closestPointToPoint(currentVertex, true, closestPoint);
if (currentVertex.distanceTo(closestPoint) <= roadWidth) return "road";
}

return "block";
};

Edit: i have confirmed that the circumcenters are in the correct spots. i think this may have something to do with the voronoiWall calculations...having a bit of trouble understanding the delaunator plugin. Here are the docs i've been trying to follow: [https://mapbox.github.io/delaunator/#incoming-edge-index](https://mapbox.github.io/delaunator/#incoming-edge-index)

https://redd.it/18sk7jv
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What algorithm would work best for rigid stepped elevations, while having smooth portions.

Wow, that's a long title! But it basically describes exactly what I'm looking for. I had previously been using fractal noise with octaves in order to create terrain, and this worked very well for things such as large "relatively smooth / flat" areas of land mass.


However I am wondering what algorithm would work best to incorporate rocky formations or ridges on top of these smooth portions. Sort of like a step elevation.

Below are a few pictures which represent what I'm attempting to achieve. Thanks for your time! :)


&#x200B;

Ridges and a sort of \\"step\\" elevation




Rocky Formations, etc...

https://redd.it/18sljn1
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Games with a lot of procedural content

Hi! Is any games that generates a lot of content procedurally? Not only map or dungeons. I mean random/procedural NPCs, divines, mythology, lore, quests, races, etc.
I know, Dwarf Fortress and Wizards and Warlords can do some of that.

https://redd.it/18w5h0j
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Realistic Ocean Simulation Week 10: Generated normal maps and ocean mesh. Currently, running DFT with 16284 distinct frequencies (Small amount).
https://redd.it/18t48no
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How could you create very abstract and ever-changing terrain?

I've been experimenting with procedurally generated terrain in Roblox, specifically with modifying 3D Perlin noise. While I've managed to create a variety of terrains, from abstract to realistic, I'm facing a challenge.

The issue is that the generated terrain tends to look quite similar across the map due to the inherent characteristics of Perlin noise. I'm on a quest to achieve something more extraordinary – a terrain that becomes increasingly bizarre and otherworldly the further you travel, almost like stepping into another dimension. Something that always looks different and unique.

Is it simply a matter of adding more noise layers, with varying levels of amplitude and frequency, or are there other methods to break away from the Perlin noise predictability and achieve that mind-bending, alien, or and almost inter dimensional effect?

https://redd.it/18tu9y3
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procedural generation

developed an algorithm for a very large starmap that supports aggregations quickly.
https://www.krisztianpinter.name/starmap2

https://redd.it/18veok1
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Trying to improve the color scheme in my procgen side-project engine / editor - C++/OpenGL/GLSL (WIP)

https://redd.it/1ae5lbs
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procedural generation

added perspective & embossing to triptych designs (python + gimp)

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

Houdini Tutorial | Jet Smoke Trail inside Houdini
https://youtu.be/E1u3Id9sV7M

https://redd.it/1accj7j
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procedural generation

Procedurally generated space stations. What do you think?

https://redd.it/1abpel7
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Need ideas for my dissertation project please

Ok first of all I am a complete newbie with procedural generation. Please treat me like one. I was just very fascinated with the whole idea of procedurally generating stuff. I have played No Man's Sky and the whole concept just blew my mind. And I really want to try it myself.

So to the main point. I need help for ideas about my dissertation project. In general, we are supposed to base our project on a pre-existing paper published by someone else and maybe try to find improvements in it. I have around 2 Months to do the project and learn the stuff. I very much want to do something with ML and PCG. I personally want to do something original using methods that have not been researched upon a lot and hopefully achieve positive results that show that the method I used is better than the ones that other papers mention.

So any and all ideas are appreciated please! _/\\_

As for my knowledge level, I am a computer science master's student and I created a project where I trained a model that predicts the guitar chords using CNN in real time. So I have some knowledge in Machine Learning and Neural Networks.

https://redd.it/1ad0qz9
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Revisiting lighting in the OpenGL / C++ based procedural engine / game side-project (video link is in the comments)
https://redd.it/18xthmq
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procedural generation

December experiments w/ Cellular-Automata

https://redd.it/18wpzpd
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My Proc-Gen Industrial Pipework Experiments
https://forums.apparance.uk/t/industrial-pipework/158

https://redd.it/18wn8yn
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Nightmare creatures (wip)
https://www.reddit.com/gallery/18whch5

https://redd.it/18whdqo
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procedural generation

Voxel Game it features produceral world generation!
https://youtu.be/Ur4dUX2YoFg

https://redd.it/18wbd46
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procedural generation

O Christmas Tree Synth Version
https://youtube.com/watch?v=Pe7Cda695jE&amp;si=XTX6kUqRu5sZ05md

https://redd.it/18t4mtp
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Houdini | Procedural Tool to Art Direct Your Instances With VEX! (Part 3)
https://youtu.be/yGjSP7CGioM

https://redd.it/18thi5v
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Around The World, Part 9: Climate - determining Köppen climate classes of procgen worlds (and of Earth)
https://frozenfractal.com/blog/2023/12/29/around-the-world-9-climates/

https://redd.it/18ti5af
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How to make Camera Frustum Inside Houdini
https://youtu.be/4Z26y6Yn43o

https://redd.it/18uh5hg
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Can we consider AI-assisted game designing as a part of PCG?

I am currently working on a review paper related to Procedural Content Generation. When I was reading research papers, I came up with AI-assisted game design as a different topic from the PCG. The term PCG refers to using algorithms to create content, either semi-automatically or automatically. AI-assisted game design also aids designers in creating game content such as levels, items, and so on. So, can it also be considered a component of PCG, especially since there is a sub-field of PCG called mixed-initiative/Co-creation?

Please note that I'm a beginner in this field.

https://redd.it/18r6d8n
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