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procedural generation

Monaco 2.0 - 3D roads and intersections generated from OSM data, now with the terrain. WIP

https://redd.it/1kwhzn6
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procedural generation

What book(s) go over procedural generation of textures?



https://redd.it/1kvewiz
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procedural generation

Working on a hex grid world generator – not sure about object placement (trees, mountains, etc.)

https://redd.it/1kuig74
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procedural generation

Roads generated in 3D from OpenStreetMap data - they are drivable!
https://redd.it/1ku48f2
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procedural generation

Procedural Level Generation Tool
https://redd.it/1kthy9s
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procedural generation

Sometimes I think the Universe was procedurally generated

https://redd.it/1kt2p2c
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procedural generation

Spirograph Madness
https://www.youtube.com/watch?v=IapbPtq46OA

https://redd.it/1kswqvu
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My progress on procedurally generated map for my FantasySim game
https://redd.it/1ksf2uc
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Wilderless Procedural Rivers Shader update - iPad Pro 2020

https://redd.it/1ks9a4i
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procedural generation

Abstract Geometric Pattern

https://redd.it/1kr8w9k
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procedural generation

Metamorphosis

https://redd.it/1kqi4y7
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procedural generation

A long time ago I started on a robust 3D implementation of WaveFunctionCollapse, in C++. Recently I resurrected the project and added Unreal 5 integration! Here is an overview of the Unreal plugin's features.
https://www.youtube.com/watch?v=EW7SBTsfiDo

https://redd.it/1kpv7gk
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Procedural worlds in Earth Analog 2.0
https://youtube.com/watch?v=Nn5GNadXFWk&si=2fmSVLGV1uXUA8AH

https://redd.it/1koytco
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procedural generation

Grid Flow Field

https://redd.it/1kolhfy
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procedural generation

How I'm doing procedural terrain and object placement in my game

https://redd.it/1ko1pik
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procedural generation

Third World Generator Showcase: More Natural Terrain

https://redd.it/1kw29jb
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some world - python + gimp
https://redd.it/1kuw5kl
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Procedurally generating padlocks with keys, combination dials, and clues
https://redd.it/1kubwf9
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More reactive shape stuff

https://redd.it/1kts2na
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Local Real-time Gradient-based Procedural Rivers with Directional Binning

Are you working on an infinite chunk-based procedural world built from perlin noise but can't figure out how to add believable rivers that match your terrain because you can only see the current tile/block's data, and can't sample neighbors or run a second pass to simulate realistic water flow patterns? Boy,howdy. I feel you pain, but I bring happy news. A solution exists! Yay math!

Introducing directional binning.

Most perlin functions give you access to not only the value generated at the x, y location, but also the local gradients for that location. These gradients can be used to get the slope and direction from your location without having to check neighbors. People use these to create perlin flow fields and other fancy stuff. We can use them to generate rivers procedurally, in a chunk-friendly way and without much computational complexity.

Here's some python-ish pseudocode to give you an idea.

#generate a noise value and gradients for location (x, y)
# can also work with FBM noise with many octaves
x, y, grads = perlin(x, y)

# get the slope of the tile
slope = (grads0 2 + grads1 2) 0.5

# the the angle of the flow direction
angle = atan2(-grads0, -grads1)

# create bins of direction segments
directionbin = int((angle + pi) / (2 * pi) * 64)

# conditional check
if elevation > sea
level and
slope > 0.2 and
directionbin % 16 == 0:
is
river = True

This results in steep enough slopes being considered for rivers, and if the angle falls into the lucky bin, that tile is a river tile. This causes an emergent pattern of long winding adjacent river tiles to form from high to low elevations. It's quick and dirty, O(n) complex and perfect for infinite chunk-based worlds such as Minecraft. It's not perfect, but I believe it's one of those "good enough" solutions that's perfect for games, especially considering the alternatives, of which few exist for chunk-based, single-pass system working only with local tile data.

No need to pre-compute elevations to find peaks and troughs and basins, tracing slopes on a second pass. Just isolate a single tile and with the above approach you can tell if it should be a river or not.

Improvements abound. You could layer different scaled rivers for smaller creeks or tributaries, adjust width with elevation to make rivers grow as they flow towards the outlet. Detect flows into sea level and widen the river for a delta effect. Because rivers are generated from directional flow data, you can actually implement a flowing river mechanic without any more computation. Etc...

Super stoked to have found this trick, and I hope it helps a ton of devs.

https://preview.redd.it/esxhz8uire2f1.jpg?width=1080&format=pjpg&auto=webp&s=3cea44df07e1571a488229d93f17b03ac8baf67f



https://redd.it/1kt3c3s
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Sea Waves

https://redd.it/1kt0ckj
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procedural generation

I recreated the Helix nebula procedurally in Blender
https://redd.it/1ksqffu
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How do i implement a river generator that could cut across the map?

I'm new to game dev. and I'm making a city building type game set in medieval fantasy. I want to have a river generator that would cut across the map like the one in the game banished. Which pathfinding algorithm should i use A* or DFS? Or maybe something else?

https://redd.it/1ks9me0
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Randomized Garden Plot Patterns V2

https://redd.it/1ks033h
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Early-Stage Hex World Generator with Biomes

https://redd.it/1kqlzd0
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Reaction Diffusion Pattern
https://www.reddit.com/gallery/1kq1tn8

https://redd.it/1kq1uap
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Procedural planet in Vulkan

https://redd.it/1kpjqif
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Best place to begin with Procedural Generation?

Hi, I'm primarily a 3d artist with experience with Houdini and Python but am wondering what would be some good procedural generation projects that are relatively simple and a good entry point to the subject? I already plan on creating a fractal-perlin noise generator with houdini or blender to create a makeshift terrain generation tool but am curious what other good projects there might be as I am beginning exploring all things procedural. I have been fascinated by wave-function collapse but am unsure if this might be complicated compared to something like fractal-perlin noise and would appreciate any ideas or recommendations. I don't have the strongest background with programming but am trying to grow with python and eventually either C# or C++ and would love to hear from people more experienced.

https://redd.it/1kolach
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Help Generating a PoE Delve-style node map (Subterranean Chart)

I'm working on a procedural node map inspired by Path of Exile's Delve system - specifically the Subterranean Chart. My goal is to create a sprawling, grid-based or free-form network of nodes.

What I’m struggling with is generating the structure in a way that feels both organic and intentional - something that avoids looking like pure noise but still supports exploration.

Has anyone tackled something similar or seen resources/patterns for generating this kind of layered, mine-like progression map? I'd love help on:

Node/link generation algorithms (BFS with randomness? MST variations?)

Handling path density and dead ends

Any guidance, code snippets, or theory breakdowns would be hugely appreciated!

Thanks in advance!

https://redd.it/1kok8pz
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Procedural materials
https://www.reddit.com/gallery/1kmge3v

https://redd.it/1kmgpbl
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