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more updates to my procedurally generated gravity simulator where you can control the flow of time - thanks so much to this community for your support!! ✌️❤️
https://redd.it/1su8ucd
@proceduralgeneration
https://redd.it/1su8ucd
@proceduralgeneration
Room-based A* for dungeon generation, has anyone made this work?
Been building a Minecraft dungeon server where rooms are hand-built schematics and the procgen only handles layout/placement. Wrote up how it works for some devs who were curious, figured I'd share here too in case anyone has thoughts or has solved similar problems.
[https://thom.ee/blog/procedural-generation/](https://thom.ee/blog/procedural-generation/)
The part I'm not happy with is the corridors between rooms. They're procedural 5x5 cross-sections, but look uninspiring. Short-term fix is adding some additional noise-based details and inserting smaller filler rooms into the corridors to break things up. But curious if anyone's tackled this differently, especially approaches that avoid procedural corridors entirely.
https://redd.it/1suauhx
@proceduralgeneration
Been building a Minecraft dungeon server where rooms are hand-built schematics and the procgen only handles layout/placement. Wrote up how it works for some devs who were curious, figured I'd share here too in case anyone has thoughts or has solved similar problems.
[https://thom.ee/blog/procedural-generation/](https://thom.ee/blog/procedural-generation/)
The part I'm not happy with is the corridors between rooms. They're procedural 5x5 cross-sections, but look uninspiring. Short-term fix is adding some additional noise-based details and inserting smaller filler rooms into the corridors to break things up. But curious if anyone's tackled this differently, especially approaches that avoid procedural corridors entirely.
https://redd.it/1suauhx
@proceduralgeneration
https:/thom.ee/
Adding cycles to a tree-based dungeon generator - Tom's Site
Building a dungeon generator for Runebind that produces varied layouts without sacrificing hand-crafted quality.
I stopped scripting events and started programming laws.
Here's what a world looks like when it runs without you.
I was watching the log scroll at 2am last night when lineage L-a15bba02 went extinct. Born at tick 30,470. Dead at tick 130,046.
I didn't do anything. I was just watching. That's kind of the whole thing I've been trying to build.
https://preview.redd.it/yzzklf32i6xg1.png?width=2468&format=png&auto=webp&s=6bff1b38fa9f2eaf83f6dd6c3938311334a2594f
Most games start with content. Maps, enemies, scripted events. You write what happens. I got tired of that. I wanted to write the rules and see what comes out.
So no scripted extinctions. No designed species. Just energy, mutation, selection pressure, and an anomaly field that messes with everything. The organisms do what they want with that.
Right now this world has 913 living lineages. 1,673 have already gone extinct. Nobody programmed any of those arcs. They just happened.
https://preview.redd.it/bs8n70q9i6xg1.png?width=2466&format=png&auto=webp&s=4803597269f89ce635234f64b3d4af80827cd674
That feed on the right, every alert is a real event. No triggers. No narrative beats. A lineage's alive count hits zero and that's it. Species gone, the data remains, nothing else.
What still surprises me is the divergence events.
https://preview.redd.it/8a0yvl2ei6xg1.png?width=2462&format=png&auto=webp&s=973ae94064b6783dd556478710e1028ba3f775b7
A subpopulation drifts genetically far enough from its parent that the system classifies it as a new species. I set the threshold but I never pick when or where it happens. Most of the time it doesn't. Occasionally it does. Tonight one happened at tick 130,348 while I was writing this post.
I don't know if "emergent" is the right word for any of this. Maybe it's just slow simulation. But it feels different from generating content. Generated content sits there. This stuff keeps going whether I'm looking or not.
The world literally runs when the game is closed. I've left it for whole nights and come back to find the ecosystem in a completely different state. The journal tells me what happened. Most of it. Some things it didn't record.
Engine's called NAGAS. Been working on it for a while. There's a game coming on Steam built on top of it, won't link it here because that's not really the point, but happy to answer questions about the tech: NumPy vectorization, genome encoding, the weird non-euclidean anomaly diffusion that I'm still not sure is a feature or a bug.
https://redd.it/1sunjrd
@proceduralgeneration
Here's what a world looks like when it runs without you.
I was watching the log scroll at 2am last night when lineage L-a15bba02 went extinct. Born at tick 30,470. Dead at tick 130,046.
I didn't do anything. I was just watching. That's kind of the whole thing I've been trying to build.
https://preview.redd.it/yzzklf32i6xg1.png?width=2468&format=png&auto=webp&s=6bff1b38fa9f2eaf83f6dd6c3938311334a2594f
Most games start with content. Maps, enemies, scripted events. You write what happens. I got tired of that. I wanted to write the rules and see what comes out.
So no scripted extinctions. No designed species. Just energy, mutation, selection pressure, and an anomaly field that messes with everything. The organisms do what they want with that.
Right now this world has 913 living lineages. 1,673 have already gone extinct. Nobody programmed any of those arcs. They just happened.
https://preview.redd.it/bs8n70q9i6xg1.png?width=2466&format=png&auto=webp&s=4803597269f89ce635234f64b3d4af80827cd674
That feed on the right, every alert is a real event. No triggers. No narrative beats. A lineage's alive count hits zero and that's it. Species gone, the data remains, nothing else.
What still surprises me is the divergence events.
https://preview.redd.it/8a0yvl2ei6xg1.png?width=2462&format=png&auto=webp&s=973ae94064b6783dd556478710e1028ba3f775b7
A subpopulation drifts genetically far enough from its parent that the system classifies it as a new species. I set the threshold but I never pick when or where it happens. Most of the time it doesn't. Occasionally it does. Tonight one happened at tick 130,348 while I was writing this post.
I don't know if "emergent" is the right word for any of this. Maybe it's just slow simulation. But it feels different from generating content. Generated content sits there. This stuff keeps going whether I'm looking or not.
The world literally runs when the game is closed. I've left it for whole nights and come back to find the ecosystem in a completely different state. The journal tells me what happened. Most of it. Some things it didn't record.
Engine's called NAGAS. Been working on it for a while. There's a game coming on Steam built on top of it, won't link it here because that's not really the point, but happy to answer questions about the tech: NumPy vectorization, genome encoding, the weird non-euclidean anomaly diffusion that I'm still not sure is a feature or a bug.
https://redd.it/1sunjrd
@proceduralgeneration
What do you think to my procedural terrain generation (C++/OpenGL/GLSL)
https://youtu.be/ewisAfquF0Y
https://redd.it/1supuih
@proceduralgeneration
https://youtu.be/ewisAfquF0Y
https://redd.it/1supuih
@proceduralgeneration
YouTube
Infinicity - Epic (moddable) alien landscapes
Updated spaceship hull and ground unit procedural generator for my space 4X game
https://youtu.be/kq8Gsj5NKJI
https://redd.it/1suu3k1
@proceduralgeneration
https://youtu.be/kq8Gsj5NKJI
https://redd.it/1suu3k1
@proceduralgeneration
YouTube
HARD VOID : spaceship designer update v0.11.x
In HARD VOID, you can select the ship systems to include in the ships with almost no restrictions. You can design ships without a warp engine, with multiple propulsion systems, several kinds of weapons, and more. After selecting the systems, you can generate…
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I'm building a simulation of emergent universe in which particles self-organize into various patterns, from the micro to macrocosm, thanks to a general balance of attraction, repulsion and spin. This is based on my experimental research in fluid dynamics.
https://redd.it/1sv53so
@proceduralgeneration
https://redd.it/1sv53so
@proceduralgeneration
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I wrote a beginner-friendly guide to drawing fractals with L-systems in p5.js
https://redd.it/1sv7s2c
@proceduralgeneration
https://redd.it/1sv7s2c
@proceduralgeneration
I made a little thing to make rainworld style creatures.
https://redd.it/1svsn9n
@proceduralgeneration
https://redd.it/1svsn9n
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: I made a little thing to make rainworld style creatures.
Explore this post and more from the proceduralgeneration community