Now my game GunGuru is finally ready for Steam Fest! Every new map is procedurally generated, and the Missions procedurally placed. I had a lot of fun making this!
https://redd.it/1am1lli
@proceduralgeneration
A python script to demonstrate how to mimic river meanders and oxbows formation
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https://reddit.com/link/1alb19r/video/hhyycqe0s7hc1/player
https://redd.it/1alb19r
@proceduralgeneration
Seams around perlin noise chunks
Hi guys, I apologize if this is the incorrect subreddit to be asking for help, but does anybody happen to know why I am getting these seams with my perlin noise function? I am just trying to draw a few plane chunks in Unity.
https://redd.it/1akto6a
@proceduralgeneration
Flying around in a Quad-Tree LOD-based Infinite Terrain
https://redd.it/1akd8mp
@proceduralgeneration
I created a hex based procedural map generator to try and teach myself Godot programming. Feel free to play around with it. The larger map sizes can take a little while to generate, as the efficiency isn't very good yet, particularly with river creation.
https://redd.it/1ak8pr6
@proceduralgeneration
My attempt at Outrun like race track generation.
https://redd.it/1ak181s
@proceduralgeneration
Realistic Ocean Simulation Week 13: Updated from DFT to FFT
https://redd.it/1ajt5kd
@proceduralgeneration
Help Procedural props placement: making it look natural
I'm working on a 2D topdown game project where maps are procedurally generated by combining two approaches on a TileMap:
Cellular Automata to generate "borders", basically non-walkable areas.
Perlin Noise to generate ground patches (grass, dirt, etc)
Here is an example output which uses water for non-walkable areas, dark grass and dirt as ground patches and light grass as default ground (the map is 128 * 128 tiles, ingame character will be two tiles high so this is already a "pretty big" map in my game's context):
Example tilemap generated using the approach described above
Now comes the harder part: giving the map a vibe that makes it alive. So my environment artist created some basic props for me to add to the map:
Basic props created by the environment artist
Now a basic approach would be to have a ruleset that says "this props can go on this type of ground".
Then to place them, I just started by creating a basic random system that rolls each cell to see if there's a prop or not, and then pick a random prop based on current ground type.
Obviously, this yells "I'm generated by a machine" because you get random tree stamps, random bits of grass here and there with no real reason to be there.
I'd like to be able to create some "placement methods" that can generate props placement. For instance grass will be in pack, with trees and tree stamps in the middle of them. Stones would be scattered, randomly placed here and there with smaller bits around bigger ones, etc.
I tried to find common approach for that and found stuff like poisson disk sampling but I don't think it'd make sense to use it here. I feel like this would be some kind of "placement logic" couples with yet another type of noise but I'm stuck at that point, looking for ideas.
https://redd.it/1aium63
@proceduralgeneration
Having fun with generating castles for my game, next I need to add more variance in the possible tilesets
https://redd.it/1ai9lkd
@proceduralgeneration
can you help me with my mountain range generation?
i trying to create more planned mountains to be a base for hopefully better rivers. my approach is to scatter mountains and then connect them in chosen locations to create mountain range (and then the river will flow between two parallel mountain ranges) but my problem is that i struggle to find a consistent way to do it that leave the mountains a bit separate ( with a small valley like in real life) but not to separate that create more peaks in between and multipalle valleys. do you have sugestions?
in the image you can see my problem- i want to get the first option with one vally in each side but i always get options 2 or 3
https://redd.it/1ahsz5a
@proceduralgeneration
Implementing rotational changes on a procedurally generated isometric tilemap
https://youtu.be/mRW_X43okCE
https://redd.it/1ahkliw
@proceduralgeneration
We have released a free multiplayer demo of our game that procedurally generates co-op maps.
https://redd.it/1agdhd4
@proceduralgeneration
Level generator in my parallax arcade runner Rescue: The Beagles. Generating color palettes that look aesthetically decent and at the same time ensure good terrain readability was somewhat of a challenge.
https://redd.it/1alf7ep
@proceduralgeneration
(WIP) Procedural tree generation in my side-project editor / engine (C++/OpenGL/GLSL) - Details in comments
https://redd.it/1ala7hb
@proceduralgeneration
How Would you Generate Images Like This?
https://redd.it/1al37oh
@proceduralgeneration
Who thinks procedural generation, with it's growing new popularity, will enlist a new generation of physicists and great thinkers? because they now know how to just play with math to make an image.
The intuition that procedural art gives in math is astounding and we need to find a way to communicate it to those willing to learn. Proc art is becoming popular because worlds are becoming larger than a team of artists can build. Before it was popular because we were trying to save memory. What ways can we cross the fields and get attention to those in need?
https://redd.it/1akkkma
@proceduralgeneration
How would you approach procedurally generating an interior level?
https://redd.it/1akgnjg
@proceduralgeneration
It still need a lot of work, but my little procedural bird game is taking shape ! Would love to hear any feedback so far
https://redd.it/1akaz4s
@proceduralgeneration
I created a game where a majority of the 3d models were generated using cellular automata
Check out the demo here: https://store.steampowered.com/app/2622220/AVOID/
https://redd.it/1ak183z
@proceduralgeneration
HelpIdeas
Hi! I am working on a fully procedurally generated backrooms game, well I am done with all the procedural rooms stuff, just that I am quite stuck on creating biomes.
To quickly bring up how the generation works, it renders a cube around a player, when player moves "chunks" behind em disappear and some appear before them. When two players are in their "render distance" their chunks are synchronized. This gives for the non liminal feel even with multiplayer.
Now how would I go about creating somewhat procedural, or natural looking biomes, that are not coordinate based, rather based on chunks around them. Also j would like to point out that I have a somewhat big issue with making rarer biomes, how would I go about giving a biome a rarer chance to appear. (Note each chunk is assigned a biome value)
Thank ya in advance for any tips :D
https://redd.it/1ajx2tq
@proceduralgeneration
Building a vehicle navigation system for my procedural city
https://youtu.be/DhZBkX3q_RY?si=kxZjmwSKZ6riOTkN
https://redd.it/1ajox7q
@proceduralgeneration
How to generate a map with rooms but without corridors?
So Ive been reading on procedural dungeon generation using BSP and WFC, however both seem to make separate rooms and connect them with corridors. How would one go about making a procedurally generated dungeon without corridors? Say I have a big map, but that map is simply divided with walls and floors, making it more like an actual building filled with differently shaped rooms then interconnected rooms with long corridors. Much appreciated.
https://redd.it/1aiwpv3
@proceduralgeneration
Explosion In Real Footage
https://youtu.be/HX-cTlW1WOA
https://redd.it/1ahxwej
@proceduralgeneration
Help with river generation
I'm trying to generate some rivers for my island, but I'm getting not very good results. I don't want to simulate erosion and rainfall and would like to just create a wiggly path that somewhat looks like a river.
Initially, I was using this algorithm, as, at first glance, it seemed to yield some good results while being relatively fast. However, I've run into some problems.
If the stars align and the source and endpoints are in a good position, it actually looks great:
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https://preview.redd.it/hq179wuusbgc1.png?width=529&format=png&auto=webp&s=b9794336ee7ecd644e536a28d33666398af31cb1
But, if they are at the same level, it becomes a weird-looking straight line:
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https://preview.redd.it/rhtf4pr0tbgc1.png?width=1238&format=png&auto=webp&s=de746169e7b2f36ab0022c45f983dfb98834d1ca
What do you guys suggest I could do? I thought about A*, but won't it always make the shortest path to the source point? So, always a straight line?
https://redd.it/1ahqykr
@proceduralgeneration
Quick and easy workflow to generate procedural worlds, with my upcoming asset for Unity3D. What do you think?
https://redd.it/1ah1smb
@proceduralgeneration
Procedural environments for the game that I’m working on
https://redd.it/1agbufb
@proceduralgeneration