Created by @r_channels
Procedural asset generation in action! I could do this all day!
https://redd.it/1jyznz5
@proceduralgeneration
Procedurally generating a spherical world using 3D Perlin noise, with narration and skill-based exploration
https://redd.it/1jyag0v
@proceduralgeneration
stuck on trying to attempt to make a procedurally animated rat.
Hello, I was trying to get started on making a silly little rat game with silly little rats (they actually aren't little they're canonically around the size of red kangaroos) on the Redot Fork of Godot.
I got a start, but I cannot say I exactly know what I'm doing. main issue is that it's not squishy enough for my taste. and crawling looks horrible.
\\"crawling\\"
oh and the ends of the limbs don't point towards the IK targets.
https://preview.redd.it/ogvgtk7jpgue1.png?width=130&format=png&auto=webp&s=0ad29562df9c7f78ed2b9a7d0a6400d165bffcb4
I can send over the, uh, Entire project (its very small atm), if that will help me get some guidance.
oh and before i forget here's what the model looks like:
https://preview.redd.it/ny4im8idohue1.png?width=363&format=png&auto=webp&s=127f3954fff9ab5cace2960baded858d20093976
https://redd.it/1jxuexe
@proceduralgeneration
Simple outdoors-y dungeon generation
https://redd.it/1jxers1
@proceduralgeneration
My first step to dual contouring
https://redd.it/1jxcadk
@proceduralgeneration
Mr. Sandman
https://redd.it/1jwx388
@proceduralgeneration
Really pleased with how our island generation is working out
https://redd.it/1jwjhgj
@proceduralgeneration
Been working on a room generation algorithm the last couple weeks. Pretty happy with how it's coming along!
https://redd.it/1jvkzr2
@proceduralgeneration
We are but more abstract shapes
https://redd.it/1julklz
@proceduralgeneration
Bayaya - game with procedural world and animations
I am working on a new game which will use procedural generation to create the world, to create the animations, and also to direct the NPCs lives.
If interested, feel free to check https://www.orbisfabula.com/ or r/OrbisFabula
A few pictures:
https://preview.redd.it/vhhlwhp38nte1.png?width=960&format=png&auto=webp&s=e24762aa753cc0e3a74114ae77c08588aa0fcb41
https://preview.redd.it/fhi1e0u58nte1.png?width=960&format=png&auto=webp&s=9e09fafefbd67312dbc955f9242d7784f6c4a2e7
https://preview.redd.it/klsk4q878nte1.png?width=960&format=png&auto=webp&s=af14226bee4481fbb688c4cb6420c4db1e299095
https://redd.it/1juiryx
@proceduralgeneration
Procedural Minecraft World Builder
https://redd.it/1ju5xjy
@proceduralgeneration
great waves - python + gimp
https://redd.it/1jtdnn4
@proceduralgeneration
Help! Adding Circular Rooms to my Dungeon Generator?
Hey everyone!
I’ve been working on a procedural dungeon generator as a surprise for the group of friends I play D&D and Pathfinder with. It’s a passion project—something I’d love to eventually use to quickly spin up cool, varied maps for our sessions.
So far, it generates rooms, corridors, doors, and different shapes like rectangles and L-shaped rooms. But circular rooms have been giving me a headache. I’ve tried overlaying smooth arcs in the renderer and carving circular shapes out of the grid, but the results are always blocky, weird-looking, or they break when corridors attach.
I’m only a CS minor, so I'm still learning and my dev skills aren’t amazing. I’d genuinely appreciate any advice or ideas on how to properly implement smooth circular rooms—ideally with clean integration into a grid-based system.
Here’s the repo if you’re curious or want to take a look: https://github.com/matthewandersonthompson/dungeon-generator
Thanks in advance to anyone who’s willing to help out!
https://redd.it/1jse7nb
@proceduralgeneration
I'm open-sourcing a tool that creates contour map landscapes in real-time in the browser (built with javascript / html canvas)
https://redd.it/1js8oz9
@proceduralgeneration
anyone tried zoomquilt?
for those who don't know zoomquilt, see here. (i didnt' check this site works well on mobile) basically it's infinitely zoomable cyclic animation. if you watch, you can get what it is under just 1 min.
i'm just curious, could this kind of stuffs be generated programmatically(or, procedurally)?
but sorry i'm not on even proof-of-concept stage yet. hence i don't have anything more specific to say as of now.
https://redd.it/1js2kx5
@proceduralgeneration
My floating island generator now has improved elevation smoothing, more noise octaves, randomized vertex offsets, and more intuitive customization UI.
https://redd.it/1jyizdm
@proceduralgeneration
pebbular automata - python + gimp
https://redd.it/1jxyj2d
@proceduralgeneration
Experiment with moving the noise instead of the grid
https://redd.it/1jxhsjq
@proceduralgeneration
Seeking Physics-Based Plant Models for Robotic Arm Interaction in Reinforcement Learning Simulation
Hi everyone,
I’m working on a reinforcement learning project involving robotic arms interacting with plants. For accurate simulation, I’m looking for physics-based plant models that can realistically simulate bending, elasticity, and dynamic responses like recoil or deformation upon contact.
My requirements:
Models that support soft-body dynamics (flexible, deformable).
Preferably tetrahedral mesh or spring-mass system, ready to integrate into simulation environments.
Use case: robot arm manipulation training in reinforcement learning (MuJoCo, Bullet, Flex, or Unity-compatible models are welcome).
Ideally, open-source models or purchasable ones with full physics properties (not just visual mesh).
I have read papers like:
"Physical Model for Interactive Deformation of 3D Plant" (O. Christmann et al.)
"Garcia Thesis 2023: Plant Dynamics for Virtual Robotics"
However, they do not provide public downloads.
If anyone has experience or knows where I can find such models, open-source projects, or simulation libraries, I’d be very grateful!
Also, if you know of any good dataset or supplementary material repositories for this type of simulation, please let me know!
Thank you so much!
https://redd.it/1jxcqcd
@proceduralgeneration
Everstem - Infinite Procedural Plants!
Endless procedurally generated plants. Different growth patterns, textures, color patterns, and info every time.
Save and catalog your favorite specimens.
Simple Commands:
Press Space - Grow new plant
Click Screen - Toggles between viewing screen and info screen
Press S - Save current plant
Press O - Load a plant
Made for Windows
https://redd.it/1jx9x4i
@proceduralgeneration
Circular Pattern Design
https://redd.it/1jwmfig
@proceduralgeneration
My approach for Procedural Planets using tectonic plates, climate simulation and some other rules
https://youtu.be/DxiCgCRtH1A
https://redd.it/1jw480y
@proceduralgeneration
Progress on procedural creatures (inspired mostly by mammals)
https://redd.it/1jv2tk9
@proceduralgeneration
Greeble4 : Devlog Update 11 - I am making a megacity exploration game in Godot!
https://youtu.be/TmTHtNm6Fw4
https://redd.it/1julipw
@proceduralgeneration
Added procedural enemy waves to my procedural game (C++/OpenGL/GLSL)
https://youtu.be/QcpPFLKFDAU?si=QOI3ffRn_2SduY2u
https://redd.it/1ju8gkk
@proceduralgeneration
Minecraft World Gen (Block Patches)
https://redd.it/1jtz6l4
@proceduralgeneration
Here are procedurally generated planets I have been working on for my mobile arcade space shooter game
https://redd.it/1jsvi5x
@proceduralgeneration
The floating islands now some color! Do yall like the perfectly fine edges better or the smoother ones?
https://redd.it/1jsccth
@proceduralgeneration
The beginnings of a Marching Squares based floating island generator
https://redd.it/1js3irr
@proceduralgeneration
Maybe a bit lame for the sub’s standards, but here's my first take on procedural 2D-maps: Layered noise-maps for terrain + Voronoi blight-zones (purple forest patches) + terrain-aware creatures seeking suitable areas — I kinda dig it! Everything is generated runtime on individual map-load.
https://redd.it/1jrowow
@proceduralgeneration