Created by @r_channels
Monaco 2.0 - 3D roads and intersections generated from OSM data, now with the terrain. WIP
https://redd.it/1kwhzn6
@proceduralgeneration
What book(s) go over procedural generation of textures?
https://redd.it/1kvewiz
@proceduralgeneration
Working on a hex grid world generator – not sure about object placement (trees, mountains, etc.)
https://redd.it/1kuig74
@proceduralgeneration
Roads generated in 3D from OpenStreetMap data - they are drivable!
https://redd.it/1ku48f2
@proceduralgeneration
Procedural Level Generation Tool
https://redd.it/1kthy9s
@proceduralgeneration
Sometimes I think the Universe was procedurally generated
https://redd.it/1kt2p2c
@proceduralgeneration
Spirograph Madness
https://www.youtube.com/watch?v=IapbPtq46OA
https://redd.it/1kswqvu
@proceduralgeneration
My progress on procedurally generated map for my FantasySim game
https://redd.it/1ksf2uc
@proceduralgeneration
Wilderless Procedural Rivers Shader update - iPad Pro 2020
https://redd.it/1ks9a4i
@proceduralgeneration
Abstract Geometric Pattern
https://redd.it/1kr8w9k
@proceduralgeneration
Metamorphosis
https://redd.it/1kqi4y7
@proceduralgeneration
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
@proceduralgeneration
Procedural worlds in Earth Analog 2.0
https://youtube.com/watch?v=Nn5GNadXFWk&si=2fmSVLGV1uXUA8AH
https://redd.it/1koytco
@proceduralgeneration
Grid Flow Field
https://redd.it/1kolhfy
@proceduralgeneration
How I'm doing procedural terrain and object placement in my game
https://redd.it/1ko1pik
@proceduralgeneration
Third World Generator Showcase: More Natural Terrain
https://redd.it/1kw29jb
@proceduralgeneration
some world - python + gimp
https://redd.it/1kuw5kl
@proceduralgeneration
Procedurally generating padlocks with keys, combination dials, and clues
https://redd.it/1kubwf9
@proceduralgeneration
More reactive shape stuff
https://redd.it/1kts2na
@proceduralgeneration
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 > sealevel and
slope > 0.2 and
directionbin % 16 == 0:
isriver = 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
@proceduralgeneration
Sea Waves
https://redd.it/1kt0ckj
@proceduralgeneration
I recreated the Helix nebula procedurally in Blender
https://redd.it/1ksqffu
@proceduralgeneration
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
@proceduralgeneration
Randomized Garden Plot Patterns V2
https://redd.it/1ks033h
@proceduralgeneration
Early-Stage Hex World Generator with Biomes
https://redd.it/1kqlzd0
@proceduralgeneration
Reaction Diffusion Pattern
https://www.reddit.com/gallery/1kq1tn8
https://redd.it/1kq1uap
@proceduralgeneration
Procedural planet in Vulkan
https://redd.it/1kpjqif
@proceduralgeneration
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
@proceduralgeneration
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
@proceduralgeneration
Procedural materials
https://www.reddit.com/gallery/1kmge3v
https://redd.it/1kmgpbl
@proceduralgeneration