Different terrains with our improved vegetation generation.
https://redd.it/15qqe3z
@proceduralgeneration
https://redd.it/15qqe3z
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Different terrains with our improved vegetation generation.
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[UPDATE | Train board generator] - Create custom Ticket to Ride boards within seconds!
https://www.reddit.com/gallery/15qqesz
https://redd.it/15qqja1
@proceduralgeneration
https://www.reddit.com/gallery/15qqesz
https://redd.it/15qqja1
@proceduralgeneration
WebGPU Voxel Path Tracing
For the past couple of weeks I have been working on a WebGPU-based voxel path tracer.
It uses a JavaScript port of [https://bitbucket.org/BWerness/voxel-automata-terrain/src/master/\] to generate fractal-like voxel scenes and renders them with WebGPU.
link: https://addisonprairie.github.io/WebGPU-Voxel-Fractals/?size=128
The default scene size is 128x128x128. If you'd like to see smaller or larger sizes, you can just change the "size" argument in the URL. Valid sizes are 32, 64, 128, 256, and 512, although 512 and 256 can take a bit to generate.
It generates scenes based off a seed, which can also be changed to generate new and interesting fractals. You can get more information about the controls/settings by clicking the "help" button.
I'd love to know what you guys think! And if you find any interesting seeds, you can save images of them, or share that seed using the "copy seed URL" button to allow other people to explore that seed on their own computer.
Note: while this program is capable of running on a range or hardware, including laptop integrated graphics, it may run slowly on low end hardware. Also, it must be run on a WebGPU-enabled browser: anything Chromium-based should work. If you have issues, please let me know!
more info: https://twitter.com/AddisonPrairie/status/1691187208722456576?s=20
https://preview.redd.it/f5h9sym905ib1.png?width=1920&format=png&auto=webp&s=0bbf307d804cdb70b3703a7cf0d215f9ba3d2ef9
https://redd.it/15r6lqz
@proceduralgeneration
For the past couple of weeks I have been working on a WebGPU-based voxel path tracer.
It uses a JavaScript port of [https://bitbucket.org/BWerness/voxel-automata-terrain/src/master/\] to generate fractal-like voxel scenes and renders them with WebGPU.
link: https://addisonprairie.github.io/WebGPU-Voxel-Fractals/?size=128
The default scene size is 128x128x128. If you'd like to see smaller or larger sizes, you can just change the "size" argument in the URL. Valid sizes are 32, 64, 128, 256, and 512, although 512 and 256 can take a bit to generate.
It generates scenes based off a seed, which can also be changed to generate new and interesting fractals. You can get more information about the controls/settings by clicking the "help" button.
I'd love to know what you guys think! And if you find any interesting seeds, you can save images of them, or share that seed using the "copy seed URL" button to allow other people to explore that seed on their own computer.
Note: while this program is capable of running on a range or hardware, including laptop integrated graphics, it may run slowly on low end hardware. Also, it must be run on a WebGPU-enabled browser: anything Chromium-based should work. If you have issues, please let me know!
more info: https://twitter.com/AddisonPrairie/status/1691187208722456576?s=20
https://preview.redd.it/f5h9sym905ib1.png?width=1920&format=png&auto=webp&s=0bbf307d804cdb70b3703a7cf0d215f9ba3d2ef9
https://redd.it/15r6lqz
@proceduralgeneration
Gunsmithing Generator
I wanted to make a generator which randomly chooses parts and puts these on a chosen weapons system, though I don’t know how I could make the generator nor do I know where I could get the assets for the gun mods. Help is appreciated.
https://redd.it/15rlqpo
@proceduralgeneration
I wanted to make a generator which randomly chooses parts and puts these on a chosen weapons system, though I don’t know how I could make the generator nor do I know where I could get the assets for the gun mods. Help is appreciated.
https://redd.it/15rlqpo
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Battle with AI Pokemon!
Hey guys, I'm a student studying computer science and have recently been learning AI. I developed a cool project where you can battle with AI-generated pokemon. The pokemon were generated using a procedural algorithm which formed a prompt to give to StableDiffusion. I was wondering what you guys thought! It's one of my first projects so please go easy on me.
https://mirageisland.ai
https://i.redd.it/jr4o9122y9ib1.gif
https://redd.it/15rsgre
@proceduralgeneration
Hey guys, I'm a student studying computer science and have recently been learning AI. I developed a cool project where you can battle with AI-generated pokemon. The pokemon were generated using a procedural algorithm which formed a prompt to give to StableDiffusion. I was wondering what you guys thought! It's one of my first projects so please go easy on me.
https://mirageisland.ai
https://i.redd.it/jr4o9122y9ib1.gif
https://redd.it/15rsgre
@proceduralgeneration
Procedural continental terrain generation
How do u procedurally generate a coastline?
Ive tried with perlin noise, but it gives always this kinda result.
​
Perlin based terrain generation
But i want a more continental look, we could say, more realistic. Like, how can u get this kinda result?
​
World coastline
Maybe combining different types of noise or what?
https://redd.it/15s5b3u
@proceduralgeneration
How do u procedurally generate a coastline?
Ive tried with perlin noise, but it gives always this kinda result.
​
Perlin based terrain generation
But i want a more continental look, we could say, more realistic. Like, how can u get this kinda result?
​
World coastline
Maybe combining different types of noise or what?
https://redd.it/15s5b3u
@proceduralgeneration
Interesting video on some extra complexities to perception for terrain generation
https://youtu.be/Z6wGgxAtFlM
https://redd.it/15sylv9
@proceduralgeneration
https://youtu.be/Z6wGgxAtFlM
https://redd.it/15sylv9
@proceduralgeneration
YouTube
Why East Coasts Lack Deserts (Usually)
Rather than seeing consistent “band of deserts” in the subtropics on our planet, we actually see a major asymmetry: subtropical deserts are almost always absent from eastern coastlines. This is true in North America, South America, Australia, Southern Africa…
Extrapolating triangles from Voronoi diagrams
I’m playing around with procedural terrain gen and I have implemented the divide and conquer voronoi algorithm. What I am left with is a 2D array, in which each element contains the ID of its nearest voronoi point.
So the next step is to use this array to get a list of triangles for each voronoi cell. But I’m struggling to think of how to do this, if anyone could point me in the right direction that’d be greatly appreciated:)
https://redd.it/15sz3l4
@proceduralgeneration
I’m playing around with procedural terrain gen and I have implemented the divide and conquer voronoi algorithm. What I am left with is a 2D array, in which each element contains the ID of its nearest voronoi point.
So the next step is to use this array to get a list of triangles for each voronoi cell. But I’m struggling to think of how to do this, if anyone could point me in the right direction that’d be greatly appreciated:)
https://redd.it/15sz3l4
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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