Created by @r_channels
My voxel automation game just received an update about Threats & Defense! 💥☄️
https://redd.it/1ke501j
@proceduralgeneration
Procedural Cable Cords that I adopted from Houdini tutorial by Entagma
https://redd.it/1kdtla4
@proceduralgeneration
Gaussian sounding
https://redd.it/1kdiwl6
@proceduralgeneration
Trillions of cubes!!!
https://redd.it/1kde35s
@proceduralgeneration
Underlying subdivided irregular hex grid structure for my procedural islands. What game would you build with them?
https://redd.it/1kd4lg2
@proceduralgeneration
"Holes" in my Perlin noise C++ algorithm
E aí, pessoal! Tudo sussa? Tô com um probleminha aqui no meu algoritmo de ruído Perlin que tô tentando codar faz um tempinho. De vez em quando, ele fica com umas falhas, uns buracos estranhos e bem bruscos. Alguém sabe por quê?
https://preview.redd.it/6uojkb70x6ye1.png?width=1152&format=png&auto=webp&s=955d395ddddc6a0655268a3d21db1329f2346138
void perlin_init(int seed)
{
perm.clear();
perm.resize(256);
std::iota(perm.begin(), perm.end(), 0);
std::mt19937 m(seed);
std::shuffle(perm.begin(), perm.end(), m);
perm.insert(perm.end(), perm.begin(), perm.end());
}
Vector2 getConstantVector(const int v)
{
const int h = v & 7;
const Vector2 gradTable[8] = {
{1,1}, {-1,1}, {1,-1}, {-1,-1},
{1,0}, {-1,0}, {0,1}, {0,-1}
};
return gradTable[h];
}
float perlin(float x, float y)
{
const float xf = x - floor(x);
const float yf = y - floor(y);
const int xi = ((int)floor(x)) & 255;
const int yi = ((int)floor(y)) & 255;
Vector2 topLeft(xf, yf);
Vector2 topRight(xf-1.0, yf);
Vector2 bottomLeft(xf, yf-1.0);
Vector2 bottomRight(xf-1.0, yf-1.0);
const int topLeftValue = perm[perm[xi]+yi];
const int topRightValue = perm[perm[xi+1]+yi];
const int bottomLeftValue = perm[perm[xi]+yi+1];
const int bottomRightValue = perm[perm[xi+1]+yi+1];
const float dotTopLeft = topLeft.dot(getConstantVector(topLeftValue));
const float dotTopRight = topRight.dot(getConstantVector(topRightValue));
const float dotBottomLeft = bottomLeft.dot(getConstantVector(bottomLeftValue));
const float dotBottomRight = bottomRight.dot(getConstantVector(bottomRightValue));
const float u = fade(xf);
const float v = fade(yf);
return lerp(
lerp(dotTopLeft, dotTopRight, u),
lerp(dotBottomLeft, dotBottomRight, u),
v
);
}
float fade(float t)
{
return ((6*t - 15)*t + 10)*t*t*t;
}
float lerp(float v0, float v1, float t)
{
return v0 + (v1 - v0)*t;
}
https://redd.it/1kcbow8
@proceduralgeneration
Minecraft like landscape in less than a tweet
https://www.pouet.net/prod.php?which=103924
https://redd.it/1kbj3xz
@proceduralgeneration
I'm Looking for River Generation Resources
I'm making a procedural planet generator and the next thing on my bucket list is generating rivers and other water bodies. what are some of the best resources you are aware of for this? I'm looking for river generation techniques for noise-based terrain, as well as how complex water bodies are usually handled in general.
https://redd.it/1kavtno
@proceduralgeneration
Pillow from the 8th dimension
https://www.youtube.com/watch?v=_vp8GAVxAdU
https://redd.it/1kaf5xz
@proceduralgeneration
Procedural Facade Segmentation with a Shape Grammar in Houdini
https://preview.redd.it/qs3793m49mxe1.png?width=1780&format=png&auto=webp&s=c1d6c385e021d3bf5b9c3ddb6c277e2a4c68f929
I am working on a procedural building creation problem as part of the procedural city pipeline.
I did some research and decided to rely on Shape Grammar Rules for facade segmentation. It is when you have a building mass model and a building style defined as a set of rules in a JSON file.
The system will split facades into the levels and floors, and then each floor into modules according to a Shape Grammar. After you split the building into floors and modules, the next step would be to instantiate pre-made building geometry modules (asset library) to mass model.
You can check the Procedural City article for more information. In the repo, you can find the HIP file with proper setup when you store data and Python scripts on disk.
https://redd.it/1ka2d8z
@proceduralgeneration
two simple triptyches - python + gimp
https://redd.it/1k9hecd
@proceduralgeneration
Procedural landscape gameplay (C++/OpenGL/GLSL)
https://youtu.be/zT13bk-9Dhg?si=ajNHWgsMD7LpVM1S
https://redd.it/1k934x7
@proceduralgeneration
Living Patterns
https://www.twitch.tv/the_fold_layer/clip/ColorfulSuaveTortoiseWow-0rpvE8FVx7FZs53i
https://redd.it/1k8wk1t
@proceduralgeneration
Since everybody is showing off their procedural planets I might as well get in on the fun and show off a snippet of my main project.
https://redd.it/1k8doqu
@proceduralgeneration
Mom said it was my turn to post procedural planets!
https://redd.it/1k7j39g
@proceduralgeneration
Do I build around chunks or build chunks around my structures?
I’m working on a procedurally generated game and trying to finalize my worldgen architecture. I’m stuck on a core design question:
Should I build everything around chunks—making them the primary structure and ensuring all terrain and features respect chunk borders? Or should I let structures generate freely, and just use chunks as containers for mesh/data used for loading and unloading?
To put it another way:
Is the chunk the fundamental unit that dictates what spawns and where? Or is it better to generate features naturally and then split the resulting geometry into chunk-sized containers afterward?
I know Minecraft uses chunk-first logic, but structures like villages still span multiple chunks, so there’s obviously cross-chunk coordination happening.
Anyone have insight or experience with this tradeoff? Curious what approach works best for large procedural games and what issues I should watch out for.
https://redd.it/1ke2qb5
@proceduralgeneration
Exploring Irreducible Rectangle Subdivisions
https://www.boristhebrave.com/2025/05/03/exploring-rectangle-subdivisions/
https://redd.it/1kdr2wb
@proceduralgeneration
Diffusion-limited aggregation
https://redd.it/1kdj01k
@proceduralgeneration
Treppanning for gold
https://redd.it/1kda07e
@proceduralgeneration
My Friend made a Video about Procedural Generation!
https://youtu.be/tOeZKtY-ju8?si=c4nAdU7iBOGLSvcw
https://redd.it/1kcuqty
@proceduralgeneration
River side objects
https://redd.it/1kc8cuk
@proceduralgeneration
Blackfield Gameplay Overview Trailer
https://redd.it/1kbfyj6
@proceduralgeneration
WFC in game. Asking for help.
I'm a game design student and for my major project I decided to try my hand at wave function collapse. I did use a tutorial to create the initial algorithm and the "basic" form of WFC (linked here: https://youtu.be/57MaTTVH_XI?si=aL3Now_5I42e_2Du)
One thing I wanted to do is use WFC to create my map, I wanted this map to be created as the player moves but I'm having trouble.
I'm asking for help in this from the people here because you all seem to be the experts lol.
Sorry if I come across rude in any way that's not my intent and please let me know if I can clarify anything, any help will be appreciated.
Thank you all!
https://redd.it/1kamfwm
@proceduralgeneration
Is this considered "procedural" generation?
https://redd.it/1kaaf3o
@proceduralgeneration
How to make randomly generated facility
I wabted to make a sort of facility map where there are a bunch of corridors, it needs loops and all rooms must be accessible, I also want to set a specific size and it MUST be that size.
what algorithm can I use to reach this?
wave function collapse won't work because there could be unreachable areas.
making paths post generation is allowed.
and I'm using unreal engine 5.
https://redd.it/1k9swjr
@proceduralgeneration
Rock 3 Tectonics: Live now
https://youtube.com/watch?v=4SvsHxGDSrA&si=nudWL7a1U4MfnI5x
https://redd.it/1k93icg
@proceduralgeneration
My procedural playable map generator
https://redd.it/1k90sqo
@proceduralgeneration
The exploration update is now available to everyone! You can generate realistic worlds with the new continental drift simulation, fine tune all the parameters, and then walk around the worlds you create!
https://redd.it/1k8kewu
@proceduralgeneration
Quick overview of some procedurally generated chunks. The first are just basic examples and it gets more complex over time.
https://redd.it/1k7rxgo
@proceduralgeneration
Procedural Shape Generation
https://redd.it/1k6pwnn
@proceduralgeneration