Hexagons and Cubes.
First try with #blender geometry nodes.
https://reddit.com/link/1fjrmfq/video/x1l58eo9bkpd1/player
Follow me on Instagram
https://redd.it/1fjrmfq
@proceduralgeneration
Chart: Procedural Generation and Generative AI are separate, distinct areas
https://redd.it/1fjr9cx
@proceduralgeneration
I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments.
https://youtu.be/NVC0dgoSVT0?si=p6_PI7DJuDe5gUWE
https://redd.it/1fitk40
@proceduralgeneration
My first algorithm to generate dungeons in love2d.
https://redd.it/1fif8xx
@proceduralgeneration
Tile maps generated for my space ship generation
https://preview.redd.it/rk62sya6w6pd1.png?width=873&format=png&auto=webp&s=cb52bcf79191ea202fe2882f485be7d04052e767
https://redd.it/1fi7hpa
@proceduralgeneration
RetroAI Quest Hackathon: Create an AI-Powered Text Adventure Game
[RetroAI Quest](https://textadventurehack.com/), organized by the crowdfunded community [Hackathon Raptors](http://raptors.dev/), will occur from September 27 to October 8, 2024. It challenges developers to create AI-powered text adventures inspired by classic 80s interactive fiction.
Key points:
* Combine AI with storytelling for branching narratives
* Use AI for dynamic story generation and natural language processing
* Open to individuals or teams (up to 5 members)
* Judged by industry experts on narrative & AI implementation
* Crowdfunded prize pool: $1000 (1st place), $300 (2nd place), $200 (3rd place)
This is a great chance to explore AI in-game stories.
https://redd.it/1fh8dc7
@proceduralgeneration
Devlog for my game where I show off using proc gen to speed up dungeon creation.
https://youtu.be/yI0H54YQUZw?si=hWSNoD9EdfZbHKQl
https://redd.it/1fgj49h
@proceduralgeneration
Procedural Locomotion Animations
https://www.youtube.com/watch?v=82EUFeuszSs
https://redd.it/1fg9t2x
@proceduralgeneration
Generate city from image of road network
Hi guys, I'll make this quick. I was wondering if any of you know a tool (free or paid) that takes an image of a road network as input and populates it buildings (ideally low-poly). I am not interested in also generating the roads, I want to provide them.
Thank you
https://redd.it/1ffw06p
@proceduralgeneration
This is the current progress of the enemy procedural generation in my car-combat game
https://www.youtube.com/watch?v=mHXP9XttKCA
https://redd.it/1ff9ljk
@proceduralgeneration
First presentable output of a Markov Jr. inspired project I'm working on.
https://redd.it/1ff4in5
@proceduralgeneration
How I create addresses and maps in a procedural city that is too large to map all at once.
https://www.youtube.com/watch?v=6dLn1GQpu2c
https://redd.it/1fjrq11
@proceduralgeneration
How to Create this kind of Art? Udemy or Youtube courses?
I imagine they use After Effects? Anyone want to point me in the right direction? If there is a course or videos to generate liquid art like this please point me in the right direction. Thank you.
https://redd.it/1fjltkh
@proceduralgeneration
Paper on Perlin Noise entirely Mathematically
Would it be possible to write a paper on perlin noise for math? I am struggling for ideas and i woke up remembering about this. (For reference it is a IB Math AA IA)
https://redd.it/1fhc8et
@proceduralgeneration
My WebXR entry for the js13KGames 2024 competition: The King's Crowns. Featuring procedural terrain, snowy mountains & valleys, palms and pine trees, grass, flowers and ferns waving in the wind, moving clouds, day & night transitions, with baked shadows & ambient occlusion, everything in under 13Kb!
https://redd.it/1fg3luo
@proceduralgeneration
A graph procedurally generated using MSAGL and rendered in Godot's UI (for a tech tree in my open world colony sim)
https://redd.it/1ff4y37
@proceduralgeneration
Generating polylines of rivers from hydraulic erosion?
I'm working on a project whose goal is to have semi-realistic terrain so I've opted to employ hydraulic erosion to form ridges and valleys and canyons that are semi-believable. There is a need for water interaction, which means that the watersheds that form naturally during erosion must also have a representation that enables realtime rendering of the water itself.
The best idea that I have had thus far is to have the hydraulic erosion effectively "paint" where the simulated water particles travel, incrementing a 2D field's values, so that where they accumulate and travel over the same areas results in higher values along "rivers" and "lakes". Afterward, threshold the resulting field to discard all of the tiny disparate streams and keeping only the rivers and bodies of water that have formed. I'm not sure if lakes will be properly represented here, however, though I could probably do some kind of expand/contract pass on the result to cause it to close up "holes" in bodies of water - but this would cause some of the shape of rivers to be lost and no longer properly match the terrain.
From there I could then employ an image-tracing algorithm that I wrote a while back to generate polylines along the edges of the watermap, using the terrain heightmap for vertex Z positions. Then close the polylines into complete shapes along the edges of the terrain and triangulate the resulting polygons.
I'm not sure how flat lakes will end up being, or if I'll need to expand the thresholded image a bit to ensure that the resulting water surface geometry doesn't have gaps between it and the terrain.
I'm just wondering if anyone has any better ideas because this all feels a bit roundabout :P
Thanks!
https://redd.it/1feu9vo
@proceduralgeneration