Asked the track generator to go full out with maximum randomness that still generates a non-intersecting track... Almost threw up so buckle up :)
https://redd.it/1b5w1xn
@proceduralgeneration
fan-made Minecraft with LWJGL Java source code
https://www.youtube.com/watch?v=Zk4ZYS5m9YM
https://redd.it/1b5bw22
@proceduralgeneration
Layered procedural generation for complex world generation
https://www.reddit.com/gallery/1b4lhp3
https://redd.it/1b4lrwe
@proceduralgeneration
Generating city streets without a grid means every intersection is unique.
https://redd.it/1b3y98i
@proceduralgeneration
room w/ a view (python + a little gimp)
https://redd.it/1b3n0kt
@proceduralgeneration
Refactored track generation algorithm that produces a compact track with more overhangs and overpasses.
https://redd.it/1b3j5ic
@proceduralgeneration
New procedurally generated caves. What do you think?
https://redd.it/1b2zvas
@proceduralgeneration
Messing around with a terrain generator using a placeholder tileset. Are there any resources for how to get more advanced with rivers and roads? I want to designate individual forest, mountain ranges and clearings.
https://redd.it/1b2c2xn
@proceduralgeneration
Runtime PCG Terrain - Golf?
Hey all. I'm working on writing a small golf game that has infinite golf holes. Obviously, I'd like to be able to describe sections of terrain (fairway, bunker, green, etc) that have a wide array of rendering issues (bunkers are hard-edged, but streams could theoretically ebb and flow depending on parameters).
It seems like most PCG tutorials, systems, etc. help build worlds at build time or runtime with editors, but I can't seem to find good tutorials, libraries, or assets for people who want to do 100% from code.
Can someone point me in the right direction for how I could make randomly generated, beautiful terrain strictly from code at runtime? Thank you.
https://redd.it/1b1qhwd
@proceduralgeneration
Hi, I have made a Free Addon that Generates Procedural Minecraft World in Blender
https://redd.it/1b15zt8
@proceduralgeneration
Generating and validating looping free form racing tracks for my racing game.
https://redd.it/1b0viu1
@proceduralgeneration
Procedural generation of Skyscrapers at night
https://redd.it/1azuj7q
@proceduralgeneration
procedural generation of skyscrapers at night
https://redd.it/1azr5yp
@proceduralgeneration
Always expect shenanigans working with Unity 3D terrains procedurally.
https://redd.it/1az9uh7
@proceduralgeneration
made some sword sprites procedural, gonna still ad more variety in the script later
https://redd.it/1b5r2r2
@proceduralgeneration
Realistic Ocean Simulation Week 16: Finished project for my dissertation
https://redd.it/1b5lcr5
@proceduralgeneration
Some tricks I use to achieve realistic lighting with runtime procedural generation
https://youtu.be/kp8y_FPmhi4?si=EOVDgOzleEwX3VT-
https://redd.it/1b4wucn
@proceduralgeneration
Procedural City/Buildings: Full Overview
https://www.youtube.com/watch?v=2eqDbV5KMX4&lc=UgwDM-K53_q5HcWskbN4AaABAg
https://redd.it/1b4ji8a
@proceduralgeneration
Realistic Ocean Simulation Week 16: Foam Generation
https://redd.it/1b3ro1o
@proceduralgeneration
Success at last! Wave function collapse algorithm running on organic grid. That was not easy, my head hurts!
https://redd.it/1b3lssz
@proceduralgeneration
Reading from my voxel grid gives me incorrect values at the border?
Hey everyone! I've recently dived into playing around with voxels and am currently in the process of implementing a surface nets algorithm. I've got the vertex placements all figured out. However, when I decided to pre-create a voxel grid to store the values (to avoid calling the noise function multiple times for the same vertex, which could get pretty expensive), I ran into some issues with incorrect values popping up along the borders.
Here are the vertices, represented by black dots, that get generated :
​
https://preview.redd.it/yrshkwq4xklc1.png?width=1058&format=png&auto=webp&s=2eb8a57b97d4f45b9cdb8f56d03eda78b0aa4a72
Here is the code for this (Not using VoxelGrid) :
​
VoxelGrid is not used anywhere in the code
​
And here are the vertices when calling VoxelGrid.Read() instead :
​
Vertices are generated along the borders for some reason
Here is the code :
​
Using VoxelGrid.Read\(\)
Also, when constructing the VoxelGrid, I'm doing a <= comparison to generate an extra vertex, since I add +1 on some of the voxel corners. NoiseOrigin is set at 0 and step is just 1 for now.
Here is the VoxelGrid struct :
​
Read and Write uses the same GetIndex function.
I am not using implicit_function / reading from the voxel grid anywhere else.
Any help on this would be greatly appreciated! This issue has been bugging me since yesterday, and I just can't seem to pinpoint the problem. Thanks a bunch in advance!
https://redd.it/1b39ms0
@proceduralgeneration
How do I get rid of floating islands on my terrain?
I'm making planets with a radial gradient and Perlin noise, and these floating islands keep appearing. I know this is a common thing in procedural terrain, but I have no idea how to fix it.
https://preview.redd.it/vyokzjcztdlc1.png?width=785&format=png&auto=webp&s=e3e2a0d22a21c853b1582d1811b75ea287464a87
https://redd.it/1b2ftz2
@proceduralgeneration
Cosmos Journeyer - The infinite universe on a web page
https://youtu.be/5pXZqHRShTE
https://redd.it/1b25vxk
@proceduralgeneration
Speed x10 Procedural generation of Skyscrapers(size 5x5)
https://redd.it/1b1gk8a
@proceduralgeneration
CLI RPG Project
Hi all,
I’m not sure if this is the right place, so apologies in advance if it isn’t. I’ve currently finished a guided project which was a maze solver project that uses used DFS to both generate and solve a maze. That being said, I’ve taken it upon myself to start a small “unguided” project on my own and I’ve decided that I’d like to do a relatively simple RPG in the terminal. I’ve seen some examples online, some quite complex, others that look more realistic for my skill level.
The one that interested me the most, the person had some cool terrain and the map seemed “endless”. I’m not sure whether the grid he used was just huge or the map was being made on the fly, as it had terrain made out of different ascii characters, like green commas for grass etc. how is this possible? Am I overshooting for a 2nd personal project?
I’m trying to avoid just copying a tutorial so I’m gathering intel, if you will and will try to implement it by myself for the most part but I have quite a few unanswered questions, such as this. Any guidance/opinions would be much appreciated!
Thank you for your time 🫡
https://redd.it/1b0ug0k
@proceduralgeneration
I recorded a video on programming 1D cellular automata and I was wondering if anyone knows of cases where a 1D CA was used to procedurally generate creature textures, e.g. in a video game? I know some real animals (some snails for example) have textures generated this way.
https://youtube.com/watch?v=_rkwn8qdFaI&si=h4ju2iE-Kn-54xss
https://redd.it/1b0qyxu
@proceduralgeneration
Humanoid Animation
Hi, I've been constructing a humanoid proceudral animator for my game enemy but it's lacking some realism. If anyone has any observations or advice to help this it would really be apreciated. Thanks
https://reddit.com/link/1azs8xm/video/8qk7dml4frkc1/player
https://redd.it/1azs8xm
@proceduralgeneration
Finally got around to creating some models for the villagers and sheep 🐏
All villager and critter models are simple primitive shapes, with manual transform animations.
Was a suprisingly quick and satisfying workflow, and kind of works... (?)
Not sure how well it scales. Anyone made use of a similar workflow for a published game?
Very early PoC of my first game. It does nothing to communicate the game idea at the moment, more of a tech/mood demo. Will try to create a playable build shortly. Have a nice weekend everyone. 🐏
Any input would be very appreciated :)
https://www.instagram.com/p/C3vnF0mKAWo/
https://reddit.com/link/1azioef/video/3huiafgwmlkc1/player
https://redd.it/1azioef
@proceduralgeneration
"Random"/complex tessellation generation?
So.... the more I try to describe what I want, the harder it is to describe what I want, and the more evident it is to me that what I want isn't possible.
I want to create a set of tiles that give a random, voronoi-esq look, but I don't want to create a literal infinite set of molds for said shapes. Perhaps 5-9 pieces that somehow tessellate? I see the "hat" tile and think it could be a good start and have been trying to divide it up into pieces a way that is aesthetically pleasing, but nothing really appeals to me at the scale I want. I'm hoping to find something a little more organic looking,
Can somebody point me in the right direction here, even if that direction is "give up, dude. you're an idiot"
https://redd.it/1az8w77
@proceduralgeneration