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procedural generation

Procedural city generation in go with ebitengine
https://hopfenherrscher.itch.io/union-station

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

Platformin' - procgen dev takes a (much needed) break from open world proc gen to a minimalistic platformer in his side-project procgen engine / editor (C++/OpenGL/GLSL)
https://youtu.be/SRvpFeD6WGY?si=w2jh7TmnzIMNnQc5

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

trinity | python + gimp

https://redd.it/1ln6v8x
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procedural generation

Some procedural satellites!

https://redd.it/1ll5uhc
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procedural generation

My game can now generate a completely explorable and playable island with npcs, points of interests and questlines

https://redd.it/1lj8qdx
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procedural generation

more progress Procedural galaxies more expansive solar systems and even more terrain work and so on

https://redd.it/1limfg5
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procedural generation

Using Wave Function Collapse to solve puzzle map generation at scale
https://sublevelgames.github.io/blogs/2025-06-22-nurikabe-map-gen-with-wfc/

https://redd.it/1li3onm
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Procedural small crater generation - per-chunk and no global pregeneration (screenshots + technique overview)

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

Procedurally generated marble maze (Hilbert curve)

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

Terrain Just From Drop Particles
https://redd.it/1lh6e11
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procedural generation

stonehenge | python + gimp

https://redd.it/1lgz1ek
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procedural generation

A massive ant colony in space. Gather resources, build, trade, and adapt within a living ecosystem. Inspired by Eve Online, but designed to be simpler, more accessible, and more fun.

https://redd.it/1lgwx6d
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procedural generation

Procedural island & buildings for my upcoming game
https://redd.it/1lg6n3w
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procedural generation

16 procedural algorithms with 11 blend modes randomized and constantly shifting.
https://youtu.be/6hjfgA2TT2M?si=wWqMoc5TfVASkKYG

https://redd.it/1kxkl0n
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What's the equation for calculating the gradient of a circle in 2d vector space?

Google has failed me. I'm trying to multiply it by 2d noise to make an island.

https://redd.it/1kwmq7s
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Square Mazurka (Truchet tiling)
https://www.youtube.com/shorts/u6Ctrl53XHs

https://redd.it/1lnojia
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Flying inside fractal

https://redd.it/1lndwd8
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procedural generation

1750917215
https://redd.it/1ll7qmr
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Proc. gen going wild

This can happen when an attempt to improve path terraforming goes wrong. Someone feeling dizzy?

https://preview.redd.it/kxa7y04mm09f1.png?width=838&format=png&auto=webp&s=a7c3e199fee456718cce7a6ff3650d505d6e1423

https://redd.it/1ljy77y
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procedural generation

1748513473
https://redd.it/1lip1i6
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Around The World, Part 24: Local terrain - Why diamond-square is still useful even if simplex noise looks better out of the box
https://frozenfractal.com/blog/2025/6/23/around-the-world-24-local-terrain/

https://redd.it/1libyx8
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Looking for suggestions for Voronoi Sampling

https://redd.it/1li3bmb
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procedural generation

1750535555
https://redd.it/1lhs7gv
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procedural generation

Wizard party
https://redd.it/1lh7spf
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Plotter Art
https://redd.it/1lh0j7w
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By moving river settings into Unity's Scriptable Objects, I can now use one evolving procedurally generated river system across three different games: sunny, pastoral Meadowfell, haunting GrimShiver, and Wilderless.

https://redd.it/1lgx01m
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New to procedural, seeking direction/advice

Hello, thanks for reading.

I am new to generation, so , using Unity and C#. I was curious about how a 2D sandbox survival approach to elevation, weather cells, caves, for an overworld and a local world map could be done. The weather is generated in overworld, then passed to localworld. I’ve done a bit of research and this is what I have so far:

Needs:

1. Use triangle strips (manually generated) for overworld terrain, then convert to squares on local world for terraforming and the actual gameplay loop. I could remove normals and UVs for optimization, but keep XYZ and colors (for biomes, topographical map). (enums faster than dictionaries)
2. Use Perlin (better Simplex?) to generate actual height map.
3. Perlin to erode, smoothen angles, coasts, rivers.
4. Perlin again to generate biomes based on latitudes, littoral lands, rain shadows, and ocean temperatures.
5. Use Diffusion-limited aggregation to generate rivers, lakes, caves, according to elevation.
6. Use color shader to colorize elevation, biomes, heat map, precipitation map, humidity.
7. Activate water physics so that option one (cellular automata) and two (simplified fluid simulation) affect water and land.
8. Generate cellular automata for weather cells that communicate with each other based on biome, littorals,  latitude, and ocean currents to form stablized, moving weather conditions.
9. Poisson Sampling to generate resource nodes, spawn nodes, etc.
10. Then rendering... no idea yet.

If anyone has some tutorials for me to start with or any advice, I'll be much obliged.

Thanks for taking the time to read.

https://redd.it/1lgsa08
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Chaotic Flow Field

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

L- System
https://www.reddit.com/gallery/1kxavdl

https://redd.it/1kxavp3
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Touchdesigner SOP Study N°2

https://redd.it/1kwlszt
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