Created by @r_channels
The Art of Procedural Noise
Hi! I’ve created a video about procedural noise that focuses on the relationship between noise and nature, the theory behind noise, and many other exciting topics that go beneath the surface. I hope it will give you a new fresh perspective on noise!
https://youtu.be/erI7k3lt4UY
https://redd.it/15kcv16
@proceduralgeneration
Audioreactive globe, created with Touchdesigner
https://www.youtube.com/shorts/-gXwfHzt5pM
https://redd.it/15jxig5
@proceduralgeneration
A random generator for videogame mechanics
As the title says, I've created a quick and dirty combinator of video game mechanics, it's crude and ugly, put if the community has interest on it, it will be expanded.
​
Find it at https://alvarber.gitlab.io/genre-fuser/
https://redd.it/15jst4r
@proceduralgeneration
Building Room Generator Algorithm
I'm looking for a room generator algorithm for use in the basement areas of my procedural buildings. Something sort of maze-like where it's easy for the player to get lost. I guess it's "backrooms" style. However, the requirements are somewhat different from many of the dungeon generators I see here in this sub.
1. Not (necessarily) grid based. These room networks are huge with thin walls, so it's not practical to create a grid where the walls and objects fit inside grid cells. And connect to other doors, stairs, etc. that aren't aligned to a grid.
2. Maze-like, but not a perfect maze. There can and should be loops, ideally with some way to control their frequency.
3. The rooms fill a rectangular area with no or few gaps/empty regions. I'm looking for something that subdivides an input rectangle rather than creating rooms randomly in space.
4. All areas are reachable. Well, this may be too strong. I at least want a guarantee that a path exists between all entrance doors and most of the area is reachable as well. But it may be okay to remove walls to connect rooms as a postprocessing step.
5. Must be fast. These regions are generated on the fly as the player explores, so let's say 16ms max for subdividing the rectangle. This rules out algorithms with exponential runtime, backtracking, things like WFC, etc.
6. I'm looking for an algorithm that I can implement in C++ for a custom game engine. Not a plugin for an existing game engine or pre-built library.
So far the best I've come up with is placing walls of random position and length in either X or Y with constraints that no two walls can be less than a player diameter apart without touching (so no small gaps). Then I do a Boolean NOT of the walls expanded by the player radius to get the walkable area. I determine the connected components of the graph. Then I remove sections of walls that divide two disconnected components iteratively until all walkable areas are connected. This works and is relatively fast, but doesn't give much control over the number of loops, open areas, rooms vs. hallways, etc. Some results are acceptable, while others are not. For reference, the code I currently have is in the function building_t::add_backrooms_objs() here:
https://github.com/fegennari/3DWorld/blob/master/src/building\_basement.cpp
Any suggestions for alternate algorithms or improvements to what I have would be appreciated.
https://redd.it/15jfkwp
@proceduralgeneration
Procedural grass created with blender geometry nodes.
https://redd.it/15iwszw
@proceduralgeneration
Techno meets AI: StyleGAN2-ada interpolation video trained on spray art
https://youtu.be/9LDw_LcWcis
https://redd.it/15aiad0
@proceduralgeneration
Guides on how to make procedural houses
What guides would you suggest on making procedural houses / towns / castles / villages? I want to incorporate procedural houses into my game with the procedural terrain but im not sure how to go about doing it. My main curiosity is how do i align the houses with the rise and fall of the terrains noise? Im making my game in unity.
https://redd.it/159h41e
@proceduralgeneration
Procedurally Scatter Stack of Books within Area Bounds | Houdini
https://redd.it/1591w6d
@proceduralgeneration
Exploring planets generated within my space "Crazy Taxi" game.
https://redd.it/158i1cm
@proceduralgeneration
Small Game Group looking for experience on Procedural Generation
Hi,
I have a small game group that is working on an open world multiplayer game, with a strong focus in open world, biome implementation, and meta mapping. We have a few guys fluent in C#, and some unity experience, but I would like to see if anyone would be around for possible project experience, or just general mentorship.
Thank you for reading, enjoy yourselves, I love seeing what this community makes :)
https://redd.it/156xkmy
@proceduralgeneration
Procedurally generated statues for generated gods
https://redd.it/156l2i8
@proceduralgeneration
Procedural planets in python
https://github.com/KornelSzyszka/PlanetGenerator
It's my first python project and first procedural graphics project.
https://preview.redd.it/amr5nlus0fdb1.png?width=1024&format=png&auto=webp&s=dc0d93fc9453ff2e5458307793355171c7c759bb
https://preview.redd.it/dctqaous0fdb1.png?width=1024&format=png&auto=webp&s=f10eacada913eb685b1c7c7eeb4f9aa64e235181
https://preview.redd.it/2wru6mus0fdb1.png?width=1024&format=png&auto=webp&s=e839c0c9cdf6d7c69987243e785236aad42df1e6
https://preview.redd.it/5w1hwmus0fdb1.png?width=1024&format=png&auto=webp&s=5be05782c722c05320d43e004b52841922e9ba95
https://preview.redd.it/ogawrnus0fdb1.png?width=1024&format=png&auto=webp&s=7522ad351dd75e20fd477de58fe7a64098ae078d
https://preview.redd.it/ofdh1ous0fdb1.png?width=1024&format=png&auto=webp&s=d760f6d3504394e97bc2efc7170de59749640ba2
https://redd.it/1565s05
@proceduralgeneration
Volumetric clouds in ThreeJS
https://redd.it/155zrio
@proceduralgeneration
Does anyone know a procedurally generated, infinite 3D world exploration "game" that runs on a potato running Linux?
https://redd.it/155ragg
@proceduralgeneration
[Parameters demo] Procedural Stylized Wall Lamp | Houdini
https://redd.it/155dsg3
@proceduralgeneration
Oppy - A stylized world generation tool for Unity 3d - Except for the road details & the horse cart figure, it's generated procedurally using seed-based layered Perlin Noise with some basic parameter inputs.
https://redd.it/15k3l9q
@proceduralgeneration
Explosion in Houdini 19.5 Tutorial , Part 03
https://youtu.be/Uj4DrllJP2E
https://redd.it/15jtlcs
@proceduralgeneration
Road network generation based on the "alpha model"
https://redd.it/15jl9l3
@proceduralgeneration
Valheim style biome generation, multi layered noise with cutoffs and unique seeded offsets per biome layer.
https://redd.it/15jdofc
@proceduralgeneration
Meteor Mayhem - Three.js game - Procedural Environment
https://redd.it/15iq4h7
@proceduralgeneration
Procedural Biomes with Relational Data Model
https://www.youtube.com/watch?v=BWwR2Rtz_Xs&ab_channel=HakeemAdam
https://redd.it/15a035q
@proceduralgeneration
Procedural generation in Gentrification
https://imgur.com/gallery/y1vY7GN
https://redd.it/15967fp
@proceduralgeneration
Dwarf fortress inspired procedural map
https://redd.it/158tnxl
@proceduralgeneration
Fragile creature
https://redd.it/158a8i2
@proceduralgeneration
Mastering 2D Render Smoke in Houdini
https://youtu.be/G2hyLHUGcos
https://redd.it/156lozp
@proceduralgeneration
Procedural Road Generation
I am attempting to procedurally generate a road-surface mesh using B-splines. Currently, I am generating a B-spline from control points and applying an offset to those points to create the width of the road by calculating normal/tangent/bitangent vectors at interpolated spline vertices. The attached image is the result I'm getting (2d points for simplicity's sake). The inside corners of the road in the image show the issue with my implementation, but I'm not sure how to avoid this issue.
Is there a better solution I'm missing? Or is there a way to avoid the artifacts being created at the corners?
EDIT: Image didn't stick.
https://preview.redd.it/oce0bnnlqfdb1.jpg?width=1536&format=pjpg&auto=webp&s=e3b7ae74ce1162fa7fafee60f1b0e19645ef0468
https://redd.it/1568seb
@proceduralgeneration
Wish fulfilling ball in binary forest (In the novel "Piknik na Obochine" (Roadside Picnic) the mysterious and enigmatic "Zone" contains various artifacts left behind by advanced alien visitors. One of these artifacts is a sphere called the "Wish Fulfilling Ball" or "Gold). JavaScript render.
https://redd.it/155yufs
@proceduralgeneration
Finally I finished the first version of generating tree with grass, landscape and clouds with temperature forecasting on the e-paper.
https://redd.it/155yak9
@proceduralgeneration
Using an SDF to generate terrain + generating visuals in a fragment shader
https://redd.it/155gxlu
@proceduralgeneration
Various Unity noise libraries performance comparison
I've been doing a lot of benchmarking lately to try to optimize some of my heavier code, so I figured I'd post the results here in case others are curious.
​
# 2d Gradient Noise - 256x256
|Library|Computation Time|Uniformity|
|:-|:-|:-|
|FastNoiseLite Perlin|\~29 ms|Low|
|FastNoiseLite Simplex|\~28 ms|High|
|FastNoiseLite SimplexS2|\~29 ms|Moderate|
|Perlin Library|\~15 ms|Low|
|Mathf.PerlinNoise|\~16 ms|Moderate|
|Unity.mathematics Perlin|\~160 ms|Moderate|
|Unity.mathematics Simplex|\~140 ms|High|
It's important to note that Unity.mathematics was intended to be used with the burst compiler, so these results don't necessarily match it's optimal use.
​
# 3d Gradient Noise - 100x250x100
Run in a burst compiled, multithreaded job
|Library|Computation Time|
|:-|:-|
|Perlin Library|\~28.5 ms|
|Unity.mathematics Perlin|\~62.2 ms|
|Unity.mathematics Simplex|\~68 ms|
Interestingly, the Perlin library (which is almost a decade old at this point) seems to be 2x as fast as the newer, more highly optimized Unity.mathematics library. If anyone has an explanation I'm very curious as to why that is.
https://redd.it/1554zd2
@proceduralgeneration