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Realistic Ocean Simulation Week 10: Generated normal maps and ocean mesh. Currently, running DFT with 16284 distinct frequencies (Small amount).
https://redd.it/18t48no
@proceduralgeneration
https://redd.it/18t48no
@proceduralgeneration
Houdini | Procedural Tool to Art Direct Your Instances With VEX! (Part 3)
https://youtu.be/yGjSP7CGioM
https://redd.it/18thi5v
@proceduralgeneration
https://youtu.be/yGjSP7CGioM
https://redd.it/18thi5v
@proceduralgeneration
YouTube
Houdini VEX | Procedural Tool to Art Direct Your Instances! (Part 3)
Returning to a previous post, I've taken the initiative to develop an enhanced Toolset that enables efficient Art Directing of Instances, applicable across multiple shots in a production sequence by reusing variations of any caches. My aim was to develop…
Games with a lot of procedural content
Hi! Is any games that generates a lot of content procedurally? Not only map or dungeons. I mean random/procedural NPCs, divines, mythology, lore, quests, races, etc.
I know, Dwarf Fortress and Wizards and Warlords can do some of that.
https://redd.it/18w5h0j
@proceduralgeneration
Hi! Is any games that generates a lot of content procedurally? Not only map or dungeons. I mean random/procedural NPCs, divines, mythology, lore, quests, races, etc.
I know, Dwarf Fortress and Wizards and Warlords can do some of that.
https://redd.it/18w5h0j
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
O Christmas Tree Synth Version
https://youtube.com/watch?v=Pe7Cda695jE&si=XTX6kUqRu5sZ05md
https://redd.it/18t4mtp
@proceduralgeneration
https://youtube.com/watch?v=Pe7Cda695jE&si=XTX6kUqRu5sZ05md
https://redd.it/18t4mtp
@proceduralgeneration
YouTube
O Christmas Tree Synth Version
One of my favorite Christmas carols, synthesized with my two Moogs, Mother32 and DFAM.
#moog #synth #synthesizer #christmas #carol #mother32 #dfam
#moog #synth #synthesizer #christmas #carol #mother32 #dfam
What algorithm would work best for rigid stepped elevations, while having smooth portions.
Wow, that's a long title! But it basically describes exactly what I'm looking for. I had previously been using fractal noise with octaves in order to create terrain, and this worked very well for things such as large "relatively smooth / flat" areas of land mass.
However I am wondering what algorithm would work best to incorporate rocky formations or ridges on top of these smooth portions. Sort of like a step elevation.
Below are a few pictures which represent what I'm attempting to achieve. Thanks for your time! :)
​
Ridges and a sort of \\"step\\" elevation
Rocky Formations, etc...
https://redd.it/18sljn1
@proceduralgeneration
Wow, that's a long title! But it basically describes exactly what I'm looking for. I had previously been using fractal noise with octaves in order to create terrain, and this worked very well for things such as large "relatively smooth / flat" areas of land mass.
However I am wondering what algorithm would work best to incorporate rocky formations or ridges on top of these smooth portions. Sort of like a step elevation.
Below are a few pictures which represent what I'm attempting to achieve. Thanks for your time! :)
​
Ridges and a sort of \\"step\\" elevation
Rocky Formations, etc...
https://redd.it/18sljn1
@proceduralgeneration
Voxel Game it features produceral world generation!
https://youtu.be/Ur4dUX2YoFg
https://redd.it/18wbd46
@proceduralgeneration
https://youtu.be/Ur4dUX2YoFg
https://redd.it/18wbd46
@proceduralgeneration
YouTube
I'm Releasing my Voxel Game as Early Access!
You can download the voxel game on Patreon! there are 2 posts. one is for the full version and the second is the free access version.
After some feedback, game will be full access for everyone for next release. Cheers!
Patreon: https://patreon.com/_rey
Follow…
After some feedback, game will be full access for everyone for next release. Cheers!
Patreon: https://patreon.com/_rey
Follow…
more voronoi trouble...why are some cell walls not extending to their circumcenter?
if you have seen some of my other posts, you know i am working on developing a voronoi based city using threejs. I am taking a different approach now, utilizing the [delaunator npm package](https://github.com/mapbox/delaunator) to detect circumcenters, and then connect them to form the cell walls.
i have spent all day trying to figure out why some of these walls are not reaching their end points (see image below)
https://preview.redd.it/lhfb5807jy8c1.png?width=1615&format=png&auto=webp&s=f0a5e33b4731558ba6ca69fe4916d3a04cd003e7
here is my script. any ideas what is causing this problem? thank you
import Delaunator from "delaunator";
import * as THREE from "three";
import { _math } from "../_/math";
export const getVertexData = (x: number, y: number) => {
const gridSize = 100; //500?
const roadWidth = 5;
const currentGrid = [Math.floor(x / gridSize), Math.floor(y / gridSize)];
var points = [];
for (let ix = currentGrid[0] - 1; ix <= currentGrid[0] + 1; ix++) {
for (let iy = currentGrid[1] - 1; iy <= currentGrid[1] + 1; iy++) {
var pointX = _math.seed_rand(ix + "X" + iy);
var pointY = _math.seed_rand(ix + "Y" + iy);
var point = new THREE.Vector3(
(ix + pointX) * gridSize,
(iy + pointY) * gridSize,
0
);
points.push(point);
}
}
var currentVertex = new THREE.Vector3(x, y, 0);
const delaunay = Delaunator.from(points.map((point) => [point.x, point.y]));
const circumcenters = [];
for (let i = 0; i < delaunay.triangles.length; i += 3) {
const a = points[delaunay.triangles[i]];
const b = points[delaunay.triangles[i + 1]];
const c = points[delaunay.triangles[i + 2]];
const ad = a.x * a.x + a.y * a.y;
const bd = b.x * b.x + b.y * b.y;
const cd = c.x * c.x + c.y * c.y;
const D = 2 * (a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
const circumcenter = new THREE.Vector3(
(1 / D) * (ad * (b.y - c.y) + bd * (c.y - a.y) + cd * (a.y - b.y)),
(1 / D) * (ad * (c.x - b.x) + bd * (a.x - c.x) + cd * (b.x - a.x)),
0
);
circumcenters.push(circumcenter);
}
const voronoiWalls = [];
for (let i = 0; i < delaunay.halfedges.length; i++) {
const edge = delaunay.halfedges[i];
if (edge !== -1) {
const v1 = circumcenters[Math.floor(i / 3)];
const v2 = circumcenters[Math.floor(edge / 3)];
if (v1 && v2) voronoiWalls.push(new THREE.Line3(v1, v2));
}
}
for (let i = 0; i < voronoiWalls.length; i++) {
var closestPoint = new THREE.Vector3(0, 0, 0);
voronoiWalls[i].closestPointToPoint(currentVertex, true, closestPoint);
if (currentVertex.distanceTo(closestPoint) <= roadWidth) return "road";
}
return "block";
};
Edit: i have confirmed that the circumcenters are in the correct spots. i think this may have something to do with the voronoiWall calculations...having a bit of trouble understanding the delaunator plugin. Here are the docs i've been trying to follow: [https://mapbox.github.io/delaunator/#incoming-edge-index](https://mapbox.github.io/delaunator/#incoming-edge-index)
https://redd.it/18sk7jv
@proceduralgeneration
if you have seen some of my other posts, you know i am working on developing a voronoi based city using threejs. I am taking a different approach now, utilizing the [delaunator npm package](https://github.com/mapbox/delaunator) to detect circumcenters, and then connect them to form the cell walls.
i have spent all day trying to figure out why some of these walls are not reaching their end points (see image below)
https://preview.redd.it/lhfb5807jy8c1.png?width=1615&format=png&auto=webp&s=f0a5e33b4731558ba6ca69fe4916d3a04cd003e7
here is my script. any ideas what is causing this problem? thank you
import Delaunator from "delaunator";
import * as THREE from "three";
import { _math } from "../_/math";
export const getVertexData = (x: number, y: number) => {
const gridSize = 100; //500?
const roadWidth = 5;
const currentGrid = [Math.floor(x / gridSize), Math.floor(y / gridSize)];
var points = [];
for (let ix = currentGrid[0] - 1; ix <= currentGrid[0] + 1; ix++) {
for (let iy = currentGrid[1] - 1; iy <= currentGrid[1] + 1; iy++) {
var pointX = _math.seed_rand(ix + "X" + iy);
var pointY = _math.seed_rand(ix + "Y" + iy);
var point = new THREE.Vector3(
(ix + pointX) * gridSize,
(iy + pointY) * gridSize,
0
);
points.push(point);
}
}
var currentVertex = new THREE.Vector3(x, y, 0);
const delaunay = Delaunator.from(points.map((point) => [point.x, point.y]));
const circumcenters = [];
for (let i = 0; i < delaunay.triangles.length; i += 3) {
const a = points[delaunay.triangles[i]];
const b = points[delaunay.triangles[i + 1]];
const c = points[delaunay.triangles[i + 2]];
const ad = a.x * a.x + a.y * a.y;
const bd = b.x * b.x + b.y * b.y;
const cd = c.x * c.x + c.y * c.y;
const D = 2 * (a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
const circumcenter = new THREE.Vector3(
(1 / D) * (ad * (b.y - c.y) + bd * (c.y - a.y) + cd * (a.y - b.y)),
(1 / D) * (ad * (c.x - b.x) + bd * (a.x - c.x) + cd * (b.x - a.x)),
0
);
circumcenters.push(circumcenter);
}
const voronoiWalls = [];
for (let i = 0; i < delaunay.halfedges.length; i++) {
const edge = delaunay.halfedges[i];
if (edge !== -1) {
const v1 = circumcenters[Math.floor(i / 3)];
const v2 = circumcenters[Math.floor(edge / 3)];
if (v1 && v2) voronoiWalls.push(new THREE.Line3(v1, v2));
}
}
for (let i = 0; i < voronoiWalls.length; i++) {
var closestPoint = new THREE.Vector3(0, 0, 0);
voronoiWalls[i].closestPointToPoint(currentVertex, true, closestPoint);
if (currentVertex.distanceTo(closestPoint) <= roadWidth) return "road";
}
return "block";
};
Edit: i have confirmed that the circumcenters are in the correct spots. i think this may have something to do with the voronoiWall calculations...having a bit of trouble understanding the delaunator plugin. Here are the docs i've been trying to follow: [https://mapbox.github.io/delaunator/#incoming-edge-index](https://mapbox.github.io/delaunator/#incoming-edge-index)
https://redd.it/18sk7jv
@proceduralgeneration
GitHub
GitHub - mapbox/delaunator: An incredibly fast JavaScript library for Delaunay triangulation of 2D points
An incredibly fast JavaScript library for Delaunay triangulation of 2D points - mapbox/delaunator
Nightmare creatures (wip)
https://www.reddit.com/gallery/18whch5
https://redd.it/18whdqo
@proceduralgeneration
https://www.reddit.com/gallery/18whch5
https://redd.it/18whdqo
@proceduralgeneration
I have been working on a procgen dungeon maker and I have no idea what I am doing.
I am not exactly sure what I am doing wrong. Wvwry time I think I am getting close, my logic in the code just goes bonkers. It always overlaps no matter what I do! The rooms always overlap each other. I'm aware this is a learning curve kind of thing. Does anyone have a good tutorial/guide for the coding algorithm needed for procgen to work with room prefabs and specific door locations per room?
https://redd.it/18wnoju
@proceduralgeneration
I am not exactly sure what I am doing wrong. Wvwry time I think I am getting close, my logic in the code just goes bonkers. It always overlaps no matter what I do! The rooms always overlap each other. I'm aware this is a learning curve kind of thing. Does anyone have a good tutorial/guide for the coding algorithm needed for procgen to work with room prefabs and specific door locations per room?
https://redd.it/18wnoju
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
My Proc-Gen Industrial Pipework Experiments
https://forums.apparance.uk/t/industrial-pipework/158
https://redd.it/18wn8yn
@proceduralgeneration
https://forums.apparance.uk/t/industrial-pipework/158
https://redd.it/18wn8yn
@proceduralgeneration
Apparance Forums
Industrial Pipework
I’d like to share some info on the procedural pipework I’ve been working on. This stems from a desire to start building complicated industrial facilities that a game idea I have will need. I’ll go into some of the details below, and then in another thread…
Around The World, Part 10: Fixing the climate - Making deserts go away and come back again
https://frozenfractal.com/blog/2024/1/2/around-the-world-10-fixing-the-climate/
https://redd.it/18womd1
@proceduralgeneration
https://frozenfractal.com/blog/2024/1/2/around-the-world-10-fixing-the-climate/
https://redd.it/18womd1
@proceduralgeneration
Frozenfractal
Around The World, Part 10: Fixing the climate
The previous post ended with a cliffhanger: how would we get rid of all the arid zones (pink) in the Köppen climate classification? An alternating game of spot-the-difference and whack-a-mole ensues.