Now procedural generation of arid planets: custom shaders and special textures. It is generated in less than 0.1s on-demand in the game engine.
https://redd.it/1dvtj9i
@proceduralgeneration
Help with Island Generation
Hello!
I am currently working on a terrain generation system for my Roblox game, and I'm having trouble thinking of a way to smooth out the edges of my noise map. What I want to do is, around the edge of the map, make terrain slowly decline until it reaches a certain height. Here's what i have made for terrain gen so far:
https://preview.redd.it/qv81o284djad1.png?width=570&format=png&auto=webp&s=3cdbe050ff6731b75f904866d91b3d15a27a5115
I am new to procedural generation and don't know a lot, so keep that in mind.
Also, If anyone knows how to make biomes, that would be a great help!
Thx!
https://redd.it/1dvc9yi
@proceduralgeneration
how do i implement 3d layered perlin noise for marching cubes in unity?
im not even sure why but whatever i do i cant layer my 3d perlin noise and it just doesnt even create a mesh in the first place
the implementation for the 3d perlin noise is just taking all permutations of x y z and taking the average the perlin is stored in a 3d float array but whenever i try to layer it it just wont generate a mesh
https://redd.it/1duylxu
@proceduralgeneration
3D perlin raycaster, how do you detect the surface normal?
I have both 2D and 3D perlin detected by my raycaster, 3D normal on a 2D noise plane is easy since I just take a step forward and to the side and get the cross product.
But a 3D normal on a 3D perlin blob I'm not sure. It seems like I need to take a step in all 3 directions but I dont think I can get a 3D normal from that right? This is going over my head a bit
edit: Would I need to take a step up and a step to the right relative to the raycast direction? Which would basically result in 2 samples utilizing the XYZ points
https://redd.it/1du0zda
@proceduralgeneration
Procedural landscape generation in roguelike game. Mountains suggestion.
I have implemented a procedural terrain generation system consisting of several layers, each responsible for major structures such as mountains, mountain masks, lakes, and plains. Everything works well, but the mountains don't feel imposing enough, even though the heightmap looks reasonable. Do you have any suggestions on how to make the mountains more substantial and steep? Perhaps adding some filter to the mountains? How can I create steeper slopes, maybe across multiple levels? Currently, I am using ridged Perlin noise. Each pixel is one cell.
Video
https://preview.redd.it/9a5dye863y9d1.png?width=4096&format=png&auto=webp&s=4df61585e16c9986bf98cbd948dbd8bd2e7366a1
https://redd.it/1dsz8mj
@proceduralgeneration
How would you generate branching and merging side-scrolling track?
I have an idea for race/chase game where you trying to escape some imminent threat from left and are forced to run through a corridor track, possibly infinitely. But a straight line, even with obstacles, is boring (okay-ish for chrome-dino, not for a dedicated game).
Idea is to sometimes split the path into two or three branches that would later merge back.
How would you go about generating it?
My guess so far is to hold a rolling window of cells data constantly shifting them, once in a while checking for a chance to split or merge. Also keeping track of the number of branches and their min-max height so they don’t overlap or intersect before the actual merge.
Any tips here would be greatly appreciated.
https://redd.it/1ds3azy
@proceduralgeneration
Card Chronicles: Devious Deck Updated
Hello there, it's Jan. I am the developer of Card Chronicles: Devious Deck. The dungeon floors in my game are procedural generated and therefore you might find it interesting to have a look what I managed to create. It's free as it is a development build and after hearing some of your suggestions and feedback, I now updated the build. I would love to get some feedback on these changes, but that is by no means mandatory. Either way I hope you have a fun time playing it PLAY ME
Oh and these are the changes I implemented:
### Added
'card luck' in order to better adjust hit probabilites (clover on cards)
hit probability and damage (excluding weakness and critical) are schon on the cards
events; currently only one event added
world cards; added two simple world cards that alter encounter frequency; reward of event
FPS adjustement; choose between 30 or 60 fps
proper SFX for walking and some cards
### Change
camera behaviour; use Q and E in order to rotate camera around player
dungeon size was reduced;
changed player size to 1280x720
character size scaled down
https://redd.it/1dqkzxv
@proceduralgeneration
I added a minimap to my procgen city game (C++/OpenGL/GLSL)
https://redd.it/1dqjry9
@proceduralgeneration
first teaser for my survival skiing game set in a procedurally generated Arctic world
https://redd.it/1dq08ld
@proceduralgeneration
Around The World, Part 17: World generation in the prototype
https://frozenfractal.com/blog/2024/6/27/around-the-world-17-world-generation-in-the-prototype/
https://redd.it/1dplglo
@proceduralgeneration
Recently, I've been working on a PBR Iridescent Car Paint Shader.
https://redd.it/1dob5ba
@proceduralgeneration
Procedural Terrain Generation In Roblox using Fractal Noise
Hello! You might have seen my last post on terrain generation in Roblox. However- after looking into procedural gen a bit more, i've came across Fractal Noise. Mistake me if i'm wrong- but I think this multiple layers of Perlin Noise stacked. Yeah, i kinda don't understand any of this.
Anyways, I did understand it enough to completely scrap my old system and replace with a way better one.
https://preview.redd.it/gpukr4ljzrad1.png?width=748&format=png&auto=webp&s=69a419846fff7a34b86ecb9631eb241da09e2710
Now it looks more like terrain, which is good. I think.
Also, if you're wondering why theres a white glow in the middle, I'm working on adding a falloff map to it.
so yeah thats pretty cool i guess
if you have any feedback, feel free to share it.
https://redd.it/1dwaa3f
@proceduralgeneration
Questions on Generating a Fractal-shaped City with Successive Subdivision of a Rectangular Grid
Hello community,
I'm new here and working on my Computer Science master thesis. My main goal is to generate a settlement in Minecraft. I decided to focus on generating a realistic shape of a city (then after I have an ideal shape that respects the terrain, I will populate the are from a library of predefined buildings). The user will provide a rectangular area, say from top left point P_0=(X_0,Y_0,Z_0) to the bottom right point P_1=(X_1, Y_1,Z_1).
Now suppose I have a list of Point of Interest (POI) points I want definitely to be within the shape I want to generate, say POI_list = S_1, S_2, ..., S_k (like existing buildings, rivers, plateaus, ....) and a list of points I definitely want to avoid Avoid_list = Q_1, Q_2, ..., Q_l (Very steep slopes, vast water bodies, lava, etc). I plan to also create a search algorithm to look for these things in-game and also an erosion algorithm to flatten "lightly" uneven terrain.
I know how to use Iterated Function System to generate a strictly self-similar fractal, like a Koch Snowflake. I also know that I can use pseudorandom number generators to add some stochasticity and generate more interesting shapes (hopefully some that resemble an actual human-like city).
My question is how can I make sure that a given POI is enclosed within the polygon (might be a concave polygon) I created. There must be a smarter way than generating a random polygon, then checking if all points satisfy the desired conditions (POI inside, Avoid points outside).
1. Has anybody tackled this problem before?
2. Were can I find more info about it? Are there known algorithms for this? etc
PS: Here is a post I created in Math Stack exchange with more info
https://redd.it/1dvj55g
@proceduralgeneration
Digital Roots - GenArt made with p5.js
https://redd.it/1dutyif
@proceduralgeneration
(2D) Noise between -1 and 1. What Values for Biome?
I have three noise maps: elevation, humidity and temperature.
What would be the best settings for these if I have those Biomes:
Ocean, Snow, Tundra, Grass, Forest, Swamp, Mountains?
Also I want these biomes to be different in each category like Grass Biome has flat grass planes, or grass with some lakes, or grass with some trees, or grass fully grown with forest.
https://redd.it/1dths91
@proceduralgeneration
Roadmap and release plan for my procedural city exploration game
https://www.youtube.com/watch?v=izn3O_9SY10
https://redd.it/1dri7dg
@proceduralgeneration
Perlin noise - data grid
Using Godot, the noise sprite doesn’t give me a grid of data to tell me the depth the player is on. Do I have to manually generate my own data and print my own perlin noise, or is there a way to access the data grid for the noise?
https://redd.it/1draxtm
@proceduralgeneration
UE5 - Procedurally Generated Voxel Terrain - Mountain Range
https://www.youtube.com/watch?v=hSsLWkRqN_4&t=4s
https://redd.it/1dqvnof
@proceduralgeneration
Working on a sediment transport shader
https://redd.it/1dqk2ny
@proceduralgeneration
The third of the three rooms of AYA where I make some interactive content with Notch VFX is finally out! ✨
https://redd.it/1dqe0m1
@proceduralgeneration
Made a video documenting my process making a procedurally generated world, check it out if you want!
https://youtu.be/OVuBZbWhLpQ
https://redd.it/1dps9b3
@proceduralgeneration
An H.R. Giger Inspired GenArt Piece I Just Finished Using P5.js
https://redd.it/1dpiz7s
@proceduralgeneration
Take what is rightfully yours in the Wild West.
https://redd.it/1dp1xjo
@proceduralgeneration
Made an Arthurian Knights Generator for a game jam!
https://www.reddit.com/gallery/1doae0w
https://redd.it/1doapg5
@proceduralgeneration