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procedural generation

Avoiding "Wonky" Edges On A ProcGen Floorplan

I'm currently working on a growth-based procgen algorithm for generating floorplans. However, there's one thing I keep banging my head against-- I can't seem to keep the rooms from generating in such a way that they have weird, non-rectangular edges.

A brief description of the algorithm:

\- There is a grid of quads, 20 x 20 in this example

\- There is a recursively generated floorplan, which subdivides itself into smaller and smaller rooms until it reaches a threshold and stops dividing

\- For each room, a seed is placed inside its parent area. Then, it attempts to grow in a rectangular fashion. This is managed using a priority queue, where the room that is most "unhappy" (furthest away from its desired ratio) grows first. Once no more rooms can grow in this manner, the rooms start trying to grow in an L-Shaped manner

\- Any gaps are filled by finding the nearest room and filling the gap with that color (not shown)

I know my problem lies within the L-shaped growth piece. Of course, the program is doing exactly what I told it to do-- Grow in an L-shaped manner. But how can I constrain L-shaped growth to stop these strange edges? I've been trying to think of different logic, but nothing very good so far.

So, how do I constrain L-shaped growth to remain vaguely rectangular? Any help much appreciated!

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https://reddit.com/link/1az5zo2/video/3oqq1s8dplkc1/player

https://redd.it/1az5zo2
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Updated version of my generative horror creatures. project
https://www.reddit.com/gallery/1axfdnf

https://redd.it/1ayv000
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procedural generation

Dusk #2 / Penaptych - (mostly python w/ a little gimp)
https://redd.it/1ayohs4
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procedural generation

Any Feedback on my Procedural Shading?
https://redd.it/1axru4t
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procedural generation

Examples of games that have mastered procedural story telling?

Are there any great games that have really perfected the art of story telling via procedural generation? I understand that it will always be somewhat wonky, but most systems I have seen are very simple fetch quests or go from X to Y style quests. The terminals in starfield give this feel. They are fun at first but lack replayability once you've delivered your 20th cargo from X to Y. Looking into key and lock generation methods It always seems the Dev designs the lock and allows a system to provide the key or pieces to the puzzle. Is there a way to create longer multipart quests that are fun and attention retaining?

https://redd.it/1axlza1
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procedural generation

[WIP] Working on a node-based world generator for Unity.
https://redd.it/1axkobv
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procedural generation

Realistic Ocean Simulation Week 15: Ocean with JONSWAP + TMA
https://redd.it/1axcjsq
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procedural generation

Hello World Again, with a little bit of delay 🙂 - www.lorenzoventurini.com

https://redd.it/1ax246j
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procedural generation

Classifying procedurally generated areas

I'm using a simple noise-based algorithm with a distance function to generate an island. I have two general questions:

1. How could I go about differentiating regions within this? For example, I might like to classify a region as a lake and further do something later as a result within that bounded area. From my research I've come across two interesting ideas:
1. Voronoi maps - using polygons with the same noise methods overlayed on top, and assigning details to that given polygon.
2. Using some form of flood-fill algorithm to detect a region surrounded by land (in particular this would work for a lake).
2. What would be the best way of manually placing a lake? My initial thoughts would be:
1. Use Poisson Disk or some form of blue noise approach to identify a suitable area with no items in the way,
2. Then use another form of noise to generate the shape and then place the tiles.

These are some rough ideas - I was wondering if anyone had any other ideas or could expand on what I'm currently proposing. Many thanks in advance

https://redd.it/1awi62j
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Procedural track generation in my Outrun homage game.

https://redd.it/1aw2bhy
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procedural generation

What do you think about the proc gen in my game?

https://redd.it/1avqkt4
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Animation Formats

Hi! I’m planning to experiment with generating some geometry in OBJ format, I also want to generate uv’s and textures to make some cool looking objects.

However, it seems that OBJ does not support animations, and I can’t find any info about some file format thats easily readable so I can set up a parser/serializer myself.

Does anyone here have experience with generating animated files from scratch?
(just code, outside of Unity/Blender etc, I love those programs, but would like a more lightweight workflow)

https://redd.it/1avbaib
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I assigned quality levels to each of my procedural city's interiors. Here's how they affect the visual design of the place.
https://www.youtube.com/watch?v=ko4mjk8sbiI

https://redd.it/1aurcfw
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I built a custom node-oriented procedural engine (download & source code included!)

https://redd.it/1auo5ev
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procedural generation

Online Landscape Generator

https://landforge.io

https://preview.redd.it/d4e9zlexhdjc1.png?width=2526&format=png&auto=webp&s=7c916b03356b4321e5a4ce5d29897803887480ba

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https://preview.redd.it/k2eiog9yhdjc1.png?width=817&format=png&auto=webp&s=a1d6b9b1c82c544ace5246326e8c61441418cb1d

This is a side project I've been working on for a while. I'd appreciate any feedback from this community, and hope someone finds it useful!

landforge is an in-browser heightmap and colormap design engine with a focus on instant feedback, high performance, and high resolution outputs. It's in active development, and my next release will include more modern and advanced noise algorithms, VRAM management improvements, and a full shader editor.

The engine is based on wgpu, which is not stable in most browsers yet; I use chromium with the --enable-unsafe-wgpu and --enable-features=Vulkan flags set.

Features;

free and always will be, you own any outputs you create
high resolution, tiled outputs to accommodate very large worlds (no practical limit on resolution)
gpu accelerated
instant preview as you design

https://redd.it/1aty7yr
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procedural generation

Procedurally generating irregular objects on a grid

I'm trying to come up with the best way to evenly distribute objects on an empty grid. For example, I would like a 250x250 grid space to generate a lake (roughly 50-60 x 50-60 of irregular shaping), and then fill the rest of the space with trees. I know that Poisson-disc/jittered-disc can be used to give a good distribution of objects of varying density, but I'm not sure how to incorporate irregular shapes into this. Using Poisson wouldn't work here because specifying a radius value could leave large pockets of empty land space within the lake's region which doesn't identify as water.

https://redd.it/1az1lr1
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procedural generation

Flow of War : Demo Available Now! A classic RTS with endless procedurally generated maps!

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

Grid Connections (Pycairo)

https://redd.it/1ay4vx9
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procedural generation

A wider view of the proc gen in my game - Still working on coin placement
https://redd.it/1axj7o5
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Sharing the procedural voronoi background for our new game Ctrl Alt Deal

https://redd.it/1axln7z
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procedural generation

Mini Procedural generation Skyscapers

https://redd.it/1axjr54
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procedural generation

curly sun
https://redd.it/1ax8rbb
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procedural generation

All materials used in this project are PBR
https://www.youtube.com/watch?v=HtwwOpdkx7I

https://redd.it/1ax2dem
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Generative AI - Learning Pokemon

I´ve been excited thinking about the creation of a self improving ai npc lately. And how that could apply to a pokemon. So thought I´d share shortly and see if theres someone else here excited by this!


To make a self-programming AI character, you could use a technique called generative AI, which is a type of artificial intelligence that can create new content or behaviors based on existing data or rules. Generative AI can make NPCs more intelligent by improving their conversational skills, creating persistent personalities that evolve over time, and enabling dynamic responses that are unique to the player.


To use a Pokémon as an example, you could use generative AI to create a Rattata that can code its own behavior based on its individual values, personality values, nature, and characteristic. These attributes would determine how the Rattata reacts to different situations, such as if a player drops his backpack on the ground or climbs a tree. For instance, a Rattata with a high speed IV, an impetuous and silly characteristic, and a hasty nature might be more likely to run towards the backpack and dig through it, while a Rattata with a low speed IV, a likes to relax characteristic, and a relaxed nature might be more likely to ignore the backpack and stay where it is.


I cant wait to see a proof of concept mixing these worlds. The nvidia demo shows great promise of what we´ll likely see in a near future. Heck I might try to code this myself.

https://redd.it/1awicbw
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How to replicate terraria generation

I’m using Gdevelop so it would be best to explain in cause and effect terms because that’s how the engine functions. Plus there are no fancy shaders in the engine so I can’t do any thing crazy regarding noise.

https://redd.it/1aw0quf
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Procedural LED Animation Synthesizer
https://youtu.be/md974vB2cnU

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

Better way to generate terrain features?
https://redd.it/1auuwh6
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procedural generation

Procedural CPU city

Tried to make a blockbuster with a 2016 computer, had to abort lol
Was a preliminary research for : https://www.youtube.com/watch?v=kB0q4LItmCU
Anyone already feared GPU-induced deafness ?

https://reddit.com/link/1auqje6/video/j98jtqu6dkjc1/player

https://redd.it/1auqje6
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I improved my English place name generator, and tried to generate US place names with the same algorithm.

https://redd.it/1aunbc3
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I've created a procedural maze with pathfinding for my first game project :)
https://redd.it/1atxcvd
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