Created by @r_channels
Procedural city generation in go with ebitengine
https://hopfenherrscher.itch.io/union-station
https://redd.it/1lnyvjx
@proceduralgeneration
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
@proceduralgeneration
trinity | python + gimp
https://redd.it/1ln6v8x
@proceduralgeneration
Some procedural satellites!
https://redd.it/1ll5uhc
@proceduralgeneration
My game can now generate a completely explorable and playable island with npcs, points of interests and questlines
https://redd.it/1lj8qdx
@proceduralgeneration
more progress Procedural galaxies more expansive solar systems and even more terrain work and so on
https://redd.it/1limfg5
@proceduralgeneration
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
@proceduralgeneration
Procedural small crater generation - per-chunk and no global pregeneration (screenshots + technique overview)
https://redd.it/1lhyczn
@proceduralgeneration
Procedurally generated marble maze (Hilbert curve)
https://redd.it/1lhekpi
@proceduralgeneration
Terrain Just From Drop Particles
https://redd.it/1lh6e11
@proceduralgeneration
stonehenge | python + gimp
https://redd.it/1lgz1ek
@proceduralgeneration
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
@proceduralgeneration
Procedural island & buildings for my upcoming game
https://redd.it/1lg6n3w
@proceduralgeneration
16 procedural algorithms with 11 blend modes randomized and constantly shifting.
https://youtu.be/6hjfgA2TT2M?si=wWqMoc5TfVASkKYG
https://redd.it/1kxkl0n
@proceduralgeneration
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
@proceduralgeneration
Square Mazurka (Truchet tiling)
https://www.youtube.com/shorts/u6Ctrl53XHs
https://redd.it/1lnojia
@proceduralgeneration
Flying inside fractal
https://redd.it/1lndwd8
@proceduralgeneration
1750917215
https://redd.it/1ll7qmr
@proceduralgeneration
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
@proceduralgeneration
1748513473
https://redd.it/1lip1i6
@proceduralgeneration
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
@proceduralgeneration
Looking for suggestions for Voronoi Sampling
https://redd.it/1li3bmb
@proceduralgeneration
1750535555
https://redd.it/1lhs7gv
@proceduralgeneration
Wizard party
https://redd.it/1lh7spf
@proceduralgeneration
Plotter Art
https://redd.it/1lh0j7w
@proceduralgeneration
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
@proceduralgeneration
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
@proceduralgeneration
Chaotic Flow Field
https://redd.it/1kyhpuu
@proceduralgeneration
L- System
https://www.reddit.com/gallery/1kxavdl
https://redd.it/1kxavp3
@proceduralgeneration
Touchdesigner SOP Study N°2
https://redd.it/1kwlszt
@proceduralgeneration