ShowTHR: Simulate the results of a sand table running THR files
https://github.com/MarginallyClever/ShowTHR
https://redd.it/1g2wo7b
@proceduralgeneration
i'm proud of how well the generated mazes in my game work! Infinite replayability even for myself :)
https://redd.it/1fyaxx6
@proceduralgeneration
Is there a procedural noise for infinite fractal organic branching patterns?
Does anyone know of a procedural noise or algorithm that can generate an image resembling organic fractal branching structures, needing no context other than a point in some coordinate space? Such as patterns you would see in trees or in lighting strikes or in rivers. I have seen different ways of creating such patterns, though they all require some kind of simulation or some other technique not friendly to instantaneous and non contextual generation compared to procedural noise algorithms such as perlin noise
https://redd.it/1fxaytu
@proceduralgeneration
Making a software system, that helps designing algorithms. In this music video, animation loop and individual drum sounds are made with those algorithms.
https://youtu.be/O5HEwadippk
https://redd.it/1fwvh8g
@proceduralgeneration
Here's an update to what I've been working heads down on in my procedurally generated sandbox shooter : combat, missions, vehicles, custom character
https://redd.it/1fwnj6o
@proceduralgeneration
I combined perlin and worley noise to procedurally generate islands
https://redd.it/1fvvpx1
@proceduralgeneration
Interactive generation from editable examples (IPM Playground Demo)
https://redd.it/1fuphpv
@proceduralgeneration
Procedural Music
Hi - I am making a game library with javascript and I want to include procedural elements in it. I can manage with graphics things but I am very stuck with music and so I wondered if anyone had any tips?
I am using zzfxm to play the music and am making simple melodies using perlin noise, but it's not great. And that's one track, I want to layer things up to make it sound like a whole song. Are there any existnig libraries that might help? I found an article on the procjam website which is helpful but I'm not a musician so I feel like I can only take it so far without it sounding dreadful.
Any pointers would be most appreciated.
https://redd.it/1fubme4
@proceduralgeneration
terrain from pure maths in world machine
https://redd.it/1ftyw30
@proceduralgeneration
Anyone have a tool or prompt to generate terrain/islands/biomes from AI images?
I'm wondering if anyone has figured out a workflow to:
generate IMAGES of noisemap, heightmap, textures, biomes etc of an entire island.
provide these images into a 3d model from image tool, get a unique 3d island model that can be imported to your game engine of choice, perhaps to split into smaller chunks to load dynamically.
I imagine there probably is an API script using a few AI models that could achieve something like this, perhaps await the result of each step to have a script that performs all the steps serverside while generating the playable area, and then serves the clientside players the environment generated on top of the unique island each time.
Examples of AI generated islands:
https://preview.redd.it/a5g18jfbr3sd1.jpg?width=1024&format=pjpg&auto=webp&s=7fcc2ed52ad75d415a71eb2584aa446240f7ac6f
https://preview.redd.it/pgc59e4br3sd1.jpg?width=1024&format=pjpg&auto=webp&s=cdc57131e7016d7f0fcda9e256d08585313f2e94
https://redd.it/1ftisxp
@proceduralgeneration
I'm working on a free browser based DAW for generative ambient soundtracks which heavily relies on procedural and algorithmic generations, would love to hear a feedback
https://atmoscapia.com/
https://redd.it/1ft57jx
@proceduralgeneration
Procedural Machines
https://3dworldgen.blogspot.com/2024/10/procedural-buildings-machine-rooms.html
https://redd.it/1g2y1tx
@proceduralgeneration
Interactive L Systems with Raylib
I made a small application with Raylib for visualizing L-system interactive. Any questions and comments are greatly appreciated. Read more about it here https://hakeemadam.info/algorithms-and-applications
https://i.redd.it/p4zf1o54z5td1.gif
https://redd.it/1fxkq3l
@proceduralgeneration
Infinite Procedural Racetrack Generation for my AG Racing Game (C++ & OpenGL)
https://www.youtube.com/watch?v=OVhqsRJrmsU
https://redd.it/1fwpk7d
@proceduralgeneration
The only way a solo dev can create a space sim is proc gen NPCs heads
https://redd.it/1fwjduj
@proceduralgeneration
Playing Bad Apple with randomly generated mazes
https://youtu.be/BELzEbZuNDE?feature=shared
https://redd.it/1fvymsq
@proceduralgeneration
For those generating an open world, what are you doing to avoid a "procgen wasteland" or "sameyness"?
You've generated your terrain heightmap by sampling cleverly calculated random noise, maybe even simulating plate tectonics and erosion and such. You've scattered a great variety of props about the place randomly. You've used an array of conditions to filter props and ground textures differently based on slope, elevation, and even randomly generated biome data. You've added water, and subtractive features like caves and gorges.
The result is a massive, varied world you can be proud of. But when you descend to walk its surface, you find it's somehow still boring. No matter how far you travel, even across multiple biomes full of a wide variety of rocks and plants, even exploring interesting features like mountains, canyons, and caverns, you inevitably find it still feels "samey". Practically a wasteland of disinterest.
What do you, personally, do next? I can think of a ton of things but I'm wondering what's actually being used.
Wildlife with good AI for flocking, wandering, hunting, and generally simulating an ecosystem seems like an obvious choice, though a lot of it may go unnoticed if your user isn't being directed to actively observe those things. Biome-specific climate and weather as well as day/night cycles can make the way one place feels change dramatically over time, especially when other systems also react to those (sleeping animals, flower bloom cycles, trees swaying in gusty winds, rocks gathering snow, etc.). Procedural generation or modification of props and creatures themselves can help.
What else is there to add? Or maybe there are better ways to do just the basic things, rather than piling on more and more new features?
https://redd.it/1fvb2b6
@proceduralgeneration
Gameplay created from procedural game progression dependency graphs (blog post with details)
https://redd.it/1fv4mk9
@proceduralgeneration
Open Source HDA Competition with $10,000 in Cash Prizes
Hi Everyone!
My company Mythica makes and curates Open Source Procedural (mostly Houdini) tools.
We just launched the first of what will hopefully be an ongoing series of open procedural competitions with large prizes to the victors.
Our first open competition gives competitors 6 weeks to craft tree asset generation tools in Houdini. The contest is open to anybody in the world over the age of 18 and all submissions (including the victors) will be made open source and commercially licensed for anybody to use, free of charge.
Sign-ups and submissions will be taking place on our Discord Server https://discord.com/invite/mythica
I hope to see you there!
https://preview.redd.it/7oki9w8o3fsd1.jpg?width=1590&format=pjpg&auto=webp&s=d54f87abc81cb6d209c71eea402414c0131d165d
https://redd.it/1fusp69
@proceduralgeneration
Almost there... standalone full WebAudio control in one html file
https://redd.it/1fuoagc
@proceduralgeneration
World generation using tectonic plate simulation and perlin noise.
https://redd.it/1fub6vw
@proceduralgeneration
A new version of my NATURE_V2 </> shader A FREE landscape generator for MagicaVoxel ! Added the ability to switch between chunks to create large voxel models in high resolution, additional control, fixed bugs.
Link: https://mode-vis.gumroad.com/l/Qafmo
https://redd.it/1ftmv22
@proceduralgeneration