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procedural generation

Creating an analog procedural generation tool for worldbuilding planets and star systems | Galaxy Builder Decks

https://redd.it/1bemc72
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procedural generation

pr_test_08_prs_487 -- spreading white in purple -- reaction-diffusion-like system but colors affect the behavior
https://www.youtube.com/watch?v=RLhRLDIpYYc

https://redd.it/1bd9zqv
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procedural generation

Creating fences by combining Bezier splines with basic shapes and meshes.

https://redd.it/1bd23b6
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procedural generation

Procedural environments for a rhythm game

https://redd.it/1bcb0iz
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procedural generation

Triangle Tiling Perlin Noise

https://redd.it/1bbjm6k
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procedural generation

trees and trinangles

https://redd.it/1bbc9j1
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procedural generation

Cyclic dungeon source material

Looking to learn more about Dorman’s Cyclic dungeons concept. Have found a handful of articles without sources on various sites, but they aren’t what I’m looking for . Does anyone know where more information and or the source material can be found?

https://sersavictory.itch.io/cyclic-dungeon-generation

Series of articles:
https://www.boristhebrave.com/2021/04/10/dungeon-generation-in-unexplored/

https://ctrl500.com/game-design/handcrafted-feel-dungeon-generation-unexplored-explores-cyclic-dungeon-generation/

https://redd.it/1bapqn0
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Generating objects seamlessly between chunks (Poisson)

Like minecraft. In my project I'm trying to split my very large world into chunks based on a noise seed, which is a basic concept and the chunks work. How do I extend this to generate objects in the same way, using Poisson, at a chunk level when the continuity doesn't extend between chunks? You will just end up with a tree or building at the edge of a chunk touching one on the adjacent chunk.

I've attempted to generate the points over the whole world and this seems to work somewhat but it doesn't feel like the right solution because it can take quite a while, then you would have to hold all of that in memory, unless potentially you split it up and saved it for every chunk in the whole world, and only keep loaded the current chunks after the fact.

What'd be the best way of going about this?

https://redd.it/1bak7b9
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A bit of Friday night fun in the procedural city engine / editor side-project (C++/OpenGL/GLSL + audio)

https://redd.it/1b9uii9
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procedural generation

Adding AI drivers to my procedural racer... current AI driving ability = New Jersey

https://redd.it/1b8ew22
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procedural generation

rumble in the treetops
https://redd.it/1b86tc3
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Black hole system because, why not

https://redd.it/1b7pgdc
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Seed based random number based off of multiple inputs

I’ve been working on a project for a while that requires 4 inputs (the seed, x, y, and z) to create a pseudo random number. The problem is that I’ve run into the problem of repetition and prominent patterns that make my generation not look like it should/could. One of the reasons being that my programming language is very limited by the math that is available those being addition, subtraction, division, multiplication, and modulo. I believe that with these operations it’s possible, yet I couldn’t find any good documentation. So I thought id ask the reddit page with the people who know a lot about this procedural generation in general.

https://redd.it/1b7cw1p
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Procedural Constellations
https://redd.it/1b6y6kl
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Level layouts procedurally generated from arbitrary input using a large language model

https://redd.it/1b6brpq
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procedural generation

Room generation binding of isaac style.

Hey guys,

so I'm working on an Isaac inspired roguelike in Minecraft and I'm stuck on the room generation. So my basic idea is, that I place a Room and generate random door locations. And then I choose a random door and then place the next room out of a pool of rooms. There is a lower chance that a special shaped room is placed (for example L shaped, 2x2 or 2x1. So I'm running in some issues. My generated floors are just linear. So they are not branching out in every direction like in binding of isaac rebirth. And the second proble is, how can I ensure that the dead ends are always 1x1 rooms that I can place the special rooms inside it (treasure room, sacrifice room, shop, boss etc). I would really appreciate some advices on that topic :)

https://redd.it/1bebq08
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made some helmet sprites procedural :) could be better but there are much possibilities to implement more variety :)
https://redd.it/1bd5vo8
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R&D about sound-reactive elements made with Notch in 2022 for a private event at the Royal Opera House of London 🇬🇧

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

Winter Scene + Cloistered (python + some gimp)

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

trees and triangles

https://redd.it/1bbc9z5
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procedural generation

Experimental rocket test through a quiet part of the procedural city

https://redd.it/1bb6keu
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space-filling

https://redd.it/1bao87b
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procedural generation

Lambo... check, Procedural 80's cyber punk city... check, CRT filtering... check

https://redd.it/1ba1sn7
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procedural generation

Added vertical direction to my wfc algorithm so now it can generate taller mountains.

https://redd.it/1b8l713
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Rotating Ring World...I'll figure out the game part later

https://redd.it/1b8aoed
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When you're a hedgehog going for a run

https://redd.it/1b7zfax
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Hello everyone! It's been a long time, but I'm back with new fractal art to share!

https://redd.it/1b7lrls
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sparse wave
https://redd.it/1b77wt4
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4 variations on a triptych (python)

https://redd.it/1b6y23x
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Procedural Footstep sounds in Unreal Engine on different surfaces - all audio in this clip is generated procedurally, no samples used.
https://www.youtube.com/watch?v=UtEi-65WIA4

https://redd.it/1b689qv
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