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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We're three college grads who built a next-gen voxel game engine inspired by Minecraft, and it's so easy that anyone can create an open world (Then we will use AI to procedurally generate worlds). I am here to answer any questions!
https://redd.it/15vkink
@proceduralgeneration
https://redd.it/15vkink
@proceduralgeneration
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Oppy - A stylized world generator for Unity 3D. Effortlessly create unique, stylized worlds that can be easily customized with parameters using Perlin Noise. This powerful tool simplifies the world-building process and allows for endless creative possibilities. WIP
https://redd.it/15vnb15
@proceduralgeneration
https://redd.it/15vnb15
@proceduralgeneration
Houdini Tutorial | How to do White Water in Houdini
https://youtu.be/Vaj8fdyzEBM
https://redd.it/15w1i4h
@proceduralgeneration
https://youtu.be/Vaj8fdyzEBM
https://redd.it/15w1i4h
@proceduralgeneration
YouTube
Houdini Tutorial | How to do White Water in Houdini
Project File - https://fxguru.gumroad.com/l/vqlru
Discord - https://discord.gg/sjn8bbsEce
In this tutorial, we'll show you how to make white water in Houdini. By the end, you'll be able to create realistic and breathtaking water effects in minutes!
0:00…
Discord - https://discord.gg/sjn8bbsEce
In this tutorial, we'll show you how to make white water in Houdini. By the end, you'll be able to create realistic and breathtaking water effects in minutes!
0:00…
Procedural Biome Authoring Using Relational Data Models in Houdini for Unreal Engine
https://www.youtube.com/watch?v=yL-KL7OQyHg&ab_channel=HakeemAdam
https://redd.it/15wdkb1
@proceduralgeneration
https://www.youtube.com/watch?v=yL-KL7OQyHg&ab_channel=HakeemAdam
https://redd.it/15wdkb1
@proceduralgeneration
YouTube
Procedural Biome Authoring Using Relational Data Models - Houdini x Unreal Engine 5.2
A visual overview of my approach to Procedural Biome Authoring in Unreal Engine 5 using a Houdini Digital Asset. Read my blog post which goes over the tool in detail: https://hakeemadam.info/procedural-tools
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Pixel Based Universe Simulator (Inspired by: https://photon-ray.xyz/pixelPhysics/)
https://redd.it/15we4im
@proceduralgeneration
https://redd.it/15we4im
@proceduralgeneration