Punch Out Model Synthesis (new WFC like algorithm)
https://redd.it/1gym1lv
@proceduralgeneration
Feedback on this procedural structure?
https://redd.it/1gxq4p6
@proceduralgeneration
I implemented boids in my little generative art engine then locked them in a bubble.
https://redd.it/1gxo5xx
@proceduralgeneration
Zooming an icosahedral projection around a pentagon
I have a generator that creates an icosahedral projection for a planet. Something like this --- not my actual generator, thus is just a screenshot from https://www.travellerworlds.com/
In practice, I only ever display to the players a small map covering just a patch of the planet, and for obvious reasons I'd like this map to always be pentagon-free and with the hexagons aligned to the north uniformly, looking just like a regular old "flat" hex map. This works naturally for the "mid latitudes", but around the pentagons and north of them I will need to do some serious deformation to stich together the cut-out portions of the icosahedral projection and realign the hexes right-side-up.
Are there any standard ways to approach this problem?
https://redd.it/1gv0d3f
@proceduralgeneration
Looking for a way to generate patterns like this
https://www.reddit.com/gallery/1gua6pg
https://redd.it/1gutc98
@proceduralgeneration
For Procjam 2024 with the VINTAGE theme, we built a procedural hex-pumpkin grid tool called "Hex Pump Pro"
https://redd.it/1gtouft
@proceduralgeneration
Here's a short tutorial on programming procedural animation of limbs using simple inverse kinematics that I thought might be of interest to this community.
https://youtube.com/watch?v=GUF3Qr9C7eY&si=ZGpfw7C3mhFX71jt
https://redd.it/1gtgyi6
@proceduralgeneration
Procedural animation of wolf / bear / deer gone wrong
https://redd.it/1gtaldq
@proceduralgeneration
Retro-style audio reactive 3D geometric visuals part 2
https://redd.it/1gsy0fe
@proceduralgeneration
Help with world generation
Hi, I've been working on a 2D top down survival game for a couple of weeks and the procedural world generation is to me a great mistery to be unfolded.
I first generated the whole world (when it's size was negligible), then I divided the world into chunks and now I'm stuck on how to keep going. How can I proceduraly generate structures and ore veins? Do I have to check the whole world grid and supply points? That would certainly be expensive as the world is not small. How can I make sure that a certain amount of ex: villages, spawn in this big world that I've created? Should I make a list of structure coordinates then, and simply generate them when the player reveals the chunk?
I looked everywhere for anwsers and all I could find is sampling perlin noise related stuff, which probably would be the way to go, except I really can't grasp how that would work. Should I generate a noise texture? if so how big should it be?
For the ore veins, I saw a Factorio devlog about generating random circles and them passing a noise layer on top of them. But how can I decide, from a seed, where and how many along the world should I spawn. Wouldn't that require me to, again, check the whole grid of tiles?
For the structures I saw a blogpost that stated how, in Minecraft, there was a invisible secondary chunk loading distance, for generating structures as you move through the world. But I couldn't understand how that would really help besides when the world it's first created, because as you move, up for example, you would only be checking a line of chunks on top of you. Not very useful, but maybe I'm just looking it the wrong way, which it's probably the case since I never messed with this world of procedural gen.
I'm not really looking into the perlin noise stuff because I couldn't found a way to implement it in GMS 2, which is the game engine I'm using. But that does not worry me too much, because I not bothered to implement something I couldn't really understand yet. I tried messing with it in the beginning of the project but the chunks were all generated in a broken state, the perlin looked like regular noise, and I couldn't find a fix for it.
Sorry for the big post, the faulty writing and the many questions, it's just I'm really desperate for solutions. I just wanna build my game, man...
https://redd.it/1gsjzxl
@proceduralgeneration
"Smart" solution or tooling to create "plug and play" procedural meshes, avoiding building them from scratch in code. More details inside...
Hi! I work at a company and we often have the need to create "configuration visualizers" for products, think things like a lamp where you can customize the color/height/base width, or a chair where you can change the material, sitting height, things like this.
Often, the only solution I can come up with is "let's just create the mesh procedurally from the code". And... It works, but it takes a lot of time to do, and often I end up with a dumbed down visualization of the actual product.
Here is a more detailed explanation: let's say we sell couches and want to let the user customize the couch, and visualize it.
The user can customize a few of the following things:
- Material (will change the texture and material)
- Sitting height (will increase the length between the ground vertices and sitting vertices)
- Width of the couch (will increase the length between the left vertices and right vertices)
- And so on and so forth.
What I have in mind would be a solution half "regular" 3D modeling (for example using Blender), and half procedural, where I import the mesh generated from Blender (FBX file for example) and tweak it from within the code, moving the vertices around, things like this.
I've been googling around and it doesn't seem like there is a standard way of doing this.
Have you ever worked on something similar? Do you have smart techniques I could perhaps integrate to make this whole process possible?
Thanks in advance!
https://redd.it/1gs0dp7
@proceduralgeneration
Retro-style audio reactive 3D geometric visuals
https://redd.it/1grfwd2
@proceduralgeneration
Code examples for learning graph grammars
I've read a few papers on it but I still struggle implementing code based on them.
Does anyone have any good code examples that could help me understand?
What helped make it click for you?
https://redd.it/1gr7ii8
@proceduralgeneration
Audio Reactive 3D Cantor Set Particle IFS Dances
https://redd.it/1gqq0hq
@proceduralgeneration
Procedurally generated tile based planets for my game Cosmotiles
https://redd.it/1gy5z4m
@proceduralgeneration
Feedback on this procedural structure?
Every box was procedurally generated. The campfire and tent were hand placed.
Do you think this structure is too abstract / random? I'm going for a fantasy type direction.
If I were to sell the generation process as a product, is there a market?
Thanks.
edit: images seem to be bugging out.
https://preview.redd.it/b9ohqu23gk2e1.png?width=2856&format=png&auto=webp&s=4088c497bbff60ff40bb2cd498a4d9863b66d83f
https://preview.redd.it/157jxt23gk2e1.png?width=2856&format=png&auto=webp&s=0fb387463c16dcf12e9d06b95182a836c78a78e1
https://preview.redd.it/4r8l7a53gk2e1.png?width=2856&format=png&auto=webp&s=bf8cccc825ab752e27e70e3e26b7483bafef69e6
https://redd.it/1gxpq9q
@proceduralgeneration
Reactive/generative 3D geometric shapes pt2
https://redd.it/1gx9n5i
@proceduralgeneration
I need help with my game's procedural generation
https://preview.redd.it/13jmcbtfqx1e1.png?width=1292&format=png&auto=webp&s=50a2e80ada9cf60e3605fd768cee9cc7e71d92d2
https://preview.redd.it/lf5ckqyfqx1e1.png?width=959&format=png&auto=webp&s=f0f710834b44e3e6d778d54a3dcd70d76da6cd1c
https://preview.redd.it/vod5td3hqx1e1.png?width=898&format=png&auto=webp&s=c460119542426c78b2f32d318d511c66c73362b3
https://preview.redd.it/ph45smikqx1e1.png?width=1417&format=png&auto=webp&s=18905e6dcc8cba19c1d5145707c5cf13c66ae598
https://preview.redd.it/xcllytikqx1e1.png?width=895&format=png&auto=webp&s=72b8b09d2507d625ae598fd55ca4cef50938ae67
https://preview.redd.it/s46p82jkqx1e1.png?width=1227&format=png&auto=webp&s=01603b99a614e48d55645808d03fec1a5dfa3450
https://preview.redd.it/24rvz8jkqx1e1.png?width=1212&format=png&auto=webp&s=b0c24cb8d052a05a01723b15d156bed7b943a477
I'm developing a 2D procedural game, Z dimension doesn't exist. The problem i have is that when i try to create my game's biomes they generate in a weird way. My code generates biome discountinuity. My game works with a world seed, a scale, and the chunk's position. My biomes work with a treshold, what i want to do is better my code. (Any help is appreciated!)
https://redd.it/1gva5gc
@proceduralgeneration
PyBonsai : a Python script that generates procedural ASCII art trees (by Ben-Edwards44, see comments for their repo)
https://redd.it/1guvgi8
@proceduralgeneration
I made a lil' montage of my favorite procedural islands from my game :)
https://redd.it/1gu8oli
@proceduralgeneration
Made a new erosion model for my terrain, doing a 1000 tile square in ~300ms!
https://redd.it/1gtjij1
@proceduralgeneration
Retro-style audio reactive 3D geometric visuals part 2
https://redd.it/1gsxwhp
@proceduralgeneration
Trailer for my fully procedurally generated car-combat RPG that I am currently developing (procedurally generated terrain, buildings, vehicles, enemies, NPC citizens and inventory items)
https://www.youtube.com/watch?v=xwsaghbMi1I
https://redd.it/1gsr9ic
@proceduralgeneration
We are making new fps - Greedshot, where every stage's layout will be procedurally generated. You can play it in coop mode, but only via Hamachi or Lan. Link in comments
https://www.youtube.com/watch?v=jQrUtC8wI4A&embeds_referring_euri=https%3A%2F%2Fwww.reddit.com%2F
https://redd.it/1gsj89m
@proceduralgeneration
How in the world would you create this?
https://redd.it/1grdd4p
@proceduralgeneration
monolith / crossing over - python + gimp
https://redd.it/1gqz7jl
@proceduralgeneration
Analysis of my procedural world generator Seed of Ages
https://www.youtube.com/watch?v=P0JriXlQYRw
https://redd.it/1gqn4mj
@proceduralgeneration