Created by @r_channels
Green Hills made with Unreal Engine Blueprints
https://redd.it/1ijr6w0
@proceduralgeneration
Multiple Stripes
https://redd.it/1ij9y8n
@proceduralgeneration
3D Noise and Complex Density Function Source Recommendations For College Project?
I'm starting research for a large school project on procedural environment generation and I'm trying find good sources that can help me wrap my head around how to create 3D noise and create interesting density functions that I can use to generate terrain with arches and caves and overhangs. I'm going to use the marching cubes algorithm for polygonization but I don't think that's super relevant as I'm just trying to understand how 3D noise and complex density functions work. Thank you so much for any help at al!
https://redd.it/1iixhs9
@proceduralgeneration
Genuary 28 Infinite Scroll
https://redd.it/1ica2qf
@proceduralgeneration
Progress on my Tectonic Plate Generator - Continents, Edge detection & Smoothing
https://redd.it/1ibyw8c
@proceduralgeneration
real time island in UE 5
https://redd.it/1ibp2ao
@proceduralgeneration
History of Using Noise to Generate Fire in Video Games?
Am doing research into using noise to create fire in a 3D environment, and was wondering if anyone knew the actual starting point of this technique seen so often in video games? (I have created a simple gif to explain what I mean). Specifically referring to the technique of multiplying constantly offset noise by a vertical gradient, then ramping to achieve the desired 'flame' effect.
My demo of the effect
https://redd.it/1ibgbka
@proceduralgeneration
My procedural low poly planets now have clouds
https://redd.it/1ia54ws
@proceduralgeneration
Slowly tuning the procedural engine / game for slow, medium and fast machines
https://youtu.be/tqjE3nIQETY?si=5ZDPgLYcif_ZYk8t
https://redd.it/1i9qcr0
@proceduralgeneration
Lorenz Attractor and Super Functions Together
https://redd.it/1i8w1nk
@proceduralgeneration
clouddrift: simplex noise terminal screensaver
https://redd.it/1i8s9lz
@proceduralgeneration
Trailer for some of my updates! The maps are all procedural generation, Missions complete with waypoints/ paths, and dynamic story voice over dependent on what the player is doing on the map !
https://redd.it/1i8gpuv
@proceduralgeneration
brutalism - genuary day 23
https://redd.it/1i8bmyr
@proceduralgeneration
Public build of TerrainGen (open source terrain generator and erosion simulator) now available
https://github.com/Ono-Sendai/terraingen
https://redd.it/1i83yqa
@proceduralgeneration
Interactive Visuals Design for Pacha Ibiza! 🍒✨
https://redd.it/1i80tg3
@proceduralgeneration
procedural placement of plants + wind generation using noise
https://youtu.be/dVq_2A8MeAM
https://redd.it/1ije33l
@proceduralgeneration
leafs! ...no worms.
https://redd.it/1ij5w0m
@proceduralgeneration
human artwork vs traditional procgen vs data-driven procgen
tl;dr: i think all of these 3 methods will retain their own unique strengths compared to other twos in future too.
we don't need to argue for first one - it's not procedural generation.
at least for me, weak AIs seem unlikely to replace human experts(who be good at inspiration, creativity, and so on, and be able to visualize images in their own minds into digital 2d or 3d via blender, photoshop, unreal, etc., without huge dependence of generative algorithms).
not sure for agis or artificial consciousnesses.
I haven't found many use cases for third method, called machine learning, in this subreddit, but I think it will be used wider and wider as time goes...
My opinion is that a sufficiently well-trained generative model will greatly reduce “drawbacks(too repetitive and artificial-looking)” of traditional procgen algos.
However, the “drawbacks” could be viewed as strengths of traditional procgen.
they'are hard to imitate, even by human experts.
We can find geometric patterns in “procedural-generalizedness” and it is pleasing to our eyes.
I'm not sure if the analogy is appropriate, but cyberpunk:edgerunners can't replace the visual impact of minecraft.
So, all three approaches have their own unique advantages.
https://redd.it/1icbpjj
@proceduralgeneration
Github Code and Bachelor's Theses (link in the comments)
https://redd.it/1ic4ic8
@proceduralgeneration
I made the night side of my planet
https://redd.it/1ibp956
@proceduralgeneration
How to simulate plate tectonics on a 2d grid?
I have a 2d grid of cells and a voronoi algorithm to assign them to a plate in Unity. But how do I actually turn this into a tectonic simulation and a heightmap? I am trying to make a more realistic world generation system for a history simulator I am working on and so far I havent found anything too helpful. Any ideas would be appreciated. Thanks!
https://redd.it/1iblcwc
@proceduralgeneration
Tiles Texture
https://redd.it/1ia7dp2
@proceduralgeneration
You Cube
https://redd.it/1i9vbqx
@proceduralgeneration
december triptyches - python + gimp
https://redd.it/1i9hohm
@proceduralgeneration
Explore Mutation, a first-person roguelite set in a procedurally generated, maddening sci-fi horror facility inspired by Lovecraftian terror. Intrigued? Check it out now! https://store.steampowered.com/app/2945880/Mutation/
https://redd.it/1i8s77g
@proceduralgeneration
What are your thoughts on this take from Pro-AI people who compare AI Generations and Procedural Generations?
https://redd.it/1i8r221
@proceduralgeneration
Procedural Tree Generation in OpenGL
https://youtu.be/W8kVrkH9no0
https://redd.it/1i8bk8g
@proceduralgeneration
Sub Divided Lorenz Attractor
https://redd.it/1i89be8
@proceduralgeneration
Abstract Art Created by Mathematics-3
https://redd.it/1i83ohb
@proceduralgeneration
Tectonic Plate Generation for a Geographically Accurate procedural generator i'm working on
https://redd.it/1i7p4hm
@proceduralgeneration