Emergent Dynamical System
https://youtu.be/SrRkNL4bQ3k?si=OVkA7pTo64ya5U33
https://redd.it/1sxge00
@proceduralgeneration
https://youtu.be/SrRkNL4bQ3k?si=OVkA7pTo64ya5U33
https://redd.it/1sxge00
@proceduralgeneration
YouTube
Beneath the light of a "Geon Moon"
We finally killed the "accordion stutter." By stripping out the discrete tri-phasic gating and allowing the hybrid physics engine to run continuously, the simulation is finally allowed to breathe.
This visualizer isn't just throwing noise at a canvas—it's…
This visualizer isn't just throwing noise at a canvas—it's…
Can you point me to some really great, deeply technical game dev blogs of the devs' thoughts, philosophies, approaches to procgen?
The Factorio dev blog is a great example of what I'm looking for
[https://www.factorio.com/blog/post/fff-421](https://www.factorio.com/blog/post/fff-421)
https://www.factorio.com/blog/post/fff-176
[https://www.factorio.com/blog/post/fff-231](https://www.factorio.com/blog/post/fff-231)
https://www.factorio.com/blog/post/fff-356
[https://factorio.com/blog/post/fff-364](https://factorio.com/blog/post/fff-364)
https://factorio.com/blog/post/fff-317
Any more like that for different games, focusing on procedural generation graphics, constraint refinement, etc? I feel like nerding out, thanks.
https://redd.it/1sxmtar
@proceduralgeneration
The Factorio dev blog is a great example of what I'm looking for
[https://www.factorio.com/blog/post/fff-421](https://www.factorio.com/blog/post/fff-421)
https://www.factorio.com/blog/post/fff-176
[https://www.factorio.com/blog/post/fff-231](https://www.factorio.com/blog/post/fff-231)
https://www.factorio.com/blog/post/fff-356
[https://factorio.com/blog/post/fff-364](https://factorio.com/blog/post/fff-364)
https://factorio.com/blog/post/fff-317
Any more like that for different games, focusing on procedural generation graphics, constraint refinement, etc? I feel like nerding out, thanks.
https://redd.it/1sxmtar
@proceduralgeneration
Factorio
Friday Facts #421 - Optimizations 2.0 | Factorio
Hello, We all love building bigger and bigger, but hitting the UPS ceiling really puts a damper on the mood. Thats why we must continue our endless quest to optimize the game.
I built a suite of C++23 header-only libraries for procedural character generation
Hey all, I've been working on a set of C++23 header-only libraries for procedural generation and figured they might be useful to others working on games, simulations, or world-building tools. Everything is MIT licensed and on GitHub.
The idea is that each library handles one slice of generation: names, cities, countries, birthdays, physical traits. They can be used standalone or composed together through an entity-generator that wires them up as components.
Here's what's in the suite:
- name-generator: First and last names from 105 cultures, frequency-weighted so common names show up more often. Ships with lite (~2 MB) and full (~39 MB) datasets.
- nickname-generator: Takes a name or word and runs randomized transforms on it (leetify, case variations, animal/adjective word lists).
- country-generator: Random countries with 31 fields (capital, region, languages, currency, borders, etc.) from aggregated open data sources. Population-weighted by default.
- city-generator: ~200k cities from GeoNames with coordinates, timezone, population, elevation, and admin1 state/province name resolution.
- birth-generator: Demographically plausible birthdays using UN population pyramids, monthly seasonality by latitude, and weekday deficit modeling.
- biodata-generator: Physical traits (height, weight, BMI, eye/hair color, skin type, blood type) based on published epidemiological data, varying by country and sex.
- entity-generator: A component system that lets you compose all the above into complex entities with typed dependencies, validation, and lifecycle hooks. Has adapters for EnTT and Flecs.
All of them support deterministic seeding so you can replay or persist generation results. They're header-only, just drop the
I also put together a live WebAssembly demo where you can try everything in the browser. The "Persona Generator" tab composes all six data-driven libraries to generate a full character profile: name, nationality, city, birthday, age, and physical appearance.
If you have questions about the data sources or the design, happy to answer. Feedback and issues are welcome.
https://redd.it/1sxxvyd
@proceduralgeneration
Hey all, I've been working on a set of C++23 header-only libraries for procedural generation and figured they might be useful to others working on games, simulations, or world-building tools. Everything is MIT licensed and on GitHub.
The idea is that each library handles one slice of generation: names, cities, countries, birthdays, physical traits. They can be used standalone or composed together through an entity-generator that wires them up as components.
Here's what's in the suite:
- name-generator: First and last names from 105 cultures, frequency-weighted so common names show up more often. Ships with lite (~2 MB) and full (~39 MB) datasets.
- nickname-generator: Takes a name or word and runs randomized transforms on it (leetify, case variations, animal/adjective word lists).
- country-generator: Random countries with 31 fields (capital, region, languages, currency, borders, etc.) from aggregated open data sources. Population-weighted by default.
- city-generator: ~200k cities from GeoNames with coordinates, timezone, population, elevation, and admin1 state/province name resolution.
- birth-generator: Demographically plausible birthdays using UN population pyramids, monthly seasonality by latitude, and weekday deficit modeling.
- biodata-generator: Physical traits (height, weight, BMI, eye/hair color, skin type, blood type) based on published epidemiological data, varying by country and sex.
- entity-generator: A component system that lets you compose all the above into complex entities with typed dependencies, validation, and lifecycle hooks. Has adapters for EnTT and Flecs.
All of them support deterministic seeding so you can replay or persist generation results. They're header-only, just drop the
.hpp files and the resource data into your project and compile with -std=c++23.I also put together a live WebAssembly demo where you can try everything in the browser. The "Persona Generator" tab composes all six data-driven libraries to generate a full character profile: name, nationality, city, birthday, age, and physical appearance.
If you have questions about the data sources or the design, happy to answer. Feedback and issues are welcome.
https://redd.it/1sxxvyd
@proceduralgeneration
GitHub
GitHub - dasmig/name-generator: A header-only C++23 library for generating real world first names and surnames from culture/gender…
A header-only C++23 library for generating real world first names and surnames from culture/gender specific lists. - dasmig/name-generator
I built an open-source procedural Butterfly Nebula in Blender and I would love your improvements on it!
https://redd.it/1sxxfx0
@proceduralgeneration
https://redd.it/1sxxfx0
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: I built an open-source procedural Butterfly Nebula in Blender and I would love…
Explore this post and more from the proceduralgeneration community
Media is too big
VIEW IN TELEGRAM
Using procedural generation to recreate 90s arcade racing roads in Unity
https://redd.it/1sz52rt
@proceduralgeneration
https://redd.it/1sz52rt
@proceduralgeneration
Generating difficult but fair Queens / Star Battle puzzles
https://redd.it/1szcfqw
@proceduralgeneration
https://redd.it/1szcfqw
@proceduralgeneration
Media is too big
VIEW IN TELEGRAM
I wrote a visualisation based on a 2D Navier Stokes Solver
https://redd.it/1szsd6h
@proceduralgeneration
https://redd.it/1szsd6h
@proceduralgeneration
Mandra Corners — a generative algorithm derived from watching a human hand draw
/r/generative/comments/1szxewy/mandra_corners_a_generative_algorithm_derived/
https://redd.it/1szxfmv
@proceduralgeneration
/r/generative/comments/1szxewy/mandra_corners_a_generative_algorithm_derived/
https://redd.it/1szxfmv
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Mandra Corners — a generative algorithm derived from watching a human hand draw
Posted by katastatik - 1 vote and 0 comments
I adapted Runevision's "Fast & Gorgeous Erosion" for 3D Spheres using HLSL & Burst (Open Source)
/r/Unity3D/comments/1t071kn/i_adapted_runevisions_fast_gorgeous_erosion_for/
https://redd.it/1t072dy
@proceduralgeneration
/r/Unity3D/comments/1t071kn/i_adapted_runevisions_fast_gorgeous_erosion_for/
https://redd.it/1t072dy
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: I adapted Runevision's "Fast & Gorgeous Erosion" for 3D Spheres using HLSL &…
Posted by IMESalad - 1 vote and 0 comments
I adapted Runevision's "Fast & Gorgeous Erosion" for 3D Spheres using HLSL & Burst (Open Source)
https://redd.it/1t08fz0
@proceduralgeneration
https://redd.it/1t08fz0
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: I adapted Runevision's "Fast & Gorgeous Erosion" for 3D Spheres using HLSL &…
Explore this post and more from the proceduralgeneration community