I'm working on a free browser based DAW for generative ambient soundtracks which heavily relies on procedural and algorithmic generations, would love to hear a feedback
https://atmoscapia.com/
https://redd.it/1ft57jx
@proceduralgeneration
https://atmoscapia.com/
https://redd.it/1ft57jx
@proceduralgeneration
Atmoscapia
Atmoscapia - Instant Ambient Music Generator and Sound Design Tool
Create exclusive, royalty-free ambient music, atmospheres, and soundscapes instantly with Atmoscapia. Generative ambient music for filmmakers, game developers, and content creators.
Anyone have a tool or prompt to generate terrain/islands/biomes from AI images?
I'm wondering if anyone has figured out a workflow to:
generate IMAGES of noisemap, heightmap, textures, biomes etc of an entire island.
provide these images into a 3d model from image tool, get a unique 3d island model that can be imported to your game engine of choice, perhaps to split into smaller chunks to load dynamically.
I imagine there probably is an API script using a few AI models that could achieve something like this, perhaps await the result of each step to have a script that performs all the steps serverside while generating the playable area, and then serves the clientside players the environment generated on top of the unique island each time.
Examples of AI generated islands:
https://preview.redd.it/a5g18jfbr3sd1.jpg?width=1024&format=pjpg&auto=webp&s=7fcc2ed52ad75d415a71eb2584aa446240f7ac6f
https://preview.redd.it/pgc59e4br3sd1.jpg?width=1024&format=pjpg&auto=webp&s=cdc57131e7016d7f0fcda9e256d08585313f2e94
https://redd.it/1ftisxp
@proceduralgeneration
I'm wondering if anyone has figured out a workflow to:
generate IMAGES of noisemap, heightmap, textures, biomes etc of an entire island.
provide these images into a 3d model from image tool, get a unique 3d island model that can be imported to your game engine of choice, perhaps to split into smaller chunks to load dynamically.
I imagine there probably is an API script using a few AI models that could achieve something like this, perhaps await the result of each step to have a script that performs all the steps serverside while generating the playable area, and then serves the clientside players the environment generated on top of the unique island each time.
Examples of AI generated islands:
https://preview.redd.it/a5g18jfbr3sd1.jpg?width=1024&format=pjpg&auto=webp&s=7fcc2ed52ad75d415a71eb2584aa446240f7ac6f
https://preview.redd.it/pgc59e4br3sd1.jpg?width=1024&format=pjpg&auto=webp&s=cdc57131e7016d7f0fcda9e256d08585313f2e94
https://redd.it/1ftisxp
@proceduralgeneration
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A new version of my NATURE_V2 </> shader A FREE landscape generator for MagicaVoxel ! Added the ability to switch between chunks to create large voxel models in high resolution, additional control, fixed bugs.
Link: https://mode-vis.gumroad.com/l/Qafmo
https://redd.it/1ftmv22
@proceduralgeneration
Link: https://mode-vis.gumroad.com/l/Qafmo
https://redd.it/1ftmv22
@proceduralgeneration
World generation using tectonic plate simulation and perlin noise.
https://redd.it/1fub6vw
@proceduralgeneration
https://redd.it/1fub6vw
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: World generation using tectonic plate simulation and perlin noise.
Explore this post and more from the proceduralgeneration community
Procedural Music
Hi - I am making a game library with javascript and I want to include procedural elements in it. I can manage with graphics things but I am very stuck with music and so I wondered if anyone had any tips?
I am using zzfxm to play the music and am making simple melodies using perlin noise, but it's not great. And that's one track, I want to layer things up to make it sound like a whole song. Are there any existnig libraries that might help? I found an article on the procjam website which is helpful but I'm not a musician so I feel like I can only take it so far without it sounding dreadful.
Any pointers would be most appreciated.
https://redd.it/1fubme4
@proceduralgeneration
Hi - I am making a game library with javascript and I want to include procedural elements in it. I can manage with graphics things but I am very stuck with music and so I wondered if anyone had any tips?
I am using zzfxm to play the music and am making simple melodies using perlin noise, but it's not great. And that's one track, I want to layer things up to make it sound like a whole song. Are there any existnig libraries that might help? I found an article on the procjam website which is helpful but I'm not a musician so I feel like I can only take it so far without it sounding dreadful.
Any pointers would be most appreciated.
https://redd.it/1fubme4
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
Almost there... standalone full WebAudio control in one html file
https://redd.it/1fuoagc
@proceduralgeneration
https://redd.it/1fuoagc
@proceduralgeneration
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Interactive generation from editable examples (IPM Playground Demo)
https://redd.it/1fuphpv
@proceduralgeneration
https://redd.it/1fuphpv
@proceduralgeneration
Open Source HDA Competition with $10,000 in Cash Prizes
Hi Everyone!
My company Mythica makes and curates Open Source Procedural (mostly Houdini) tools.
We just launched the first of what will hopefully be an ongoing series of open procedural competitions with large prizes to the victors.
Our first open competition gives competitors 6 weeks to craft tree asset generation tools in Houdini. The contest is open to anybody in the world over the age of 18 and all submissions (including the victors) will be made open source and commercially licensed for anybody to use, free of charge.
Sign-ups and submissions will be taking place on our Discord Server https://discord.com/invite/mythica
I hope to see you there!
https://preview.redd.it/7oki9w8o3fsd1.jpg?width=1590&format=pjpg&auto=webp&s=d54f87abc81cb6d209c71eea402414c0131d165d
https://redd.it/1fusp69
@proceduralgeneration
Hi Everyone!
My company Mythica makes and curates Open Source Procedural (mostly Houdini) tools.
We just launched the first of what will hopefully be an ongoing series of open procedural competitions with large prizes to the victors.
Our first open competition gives competitors 6 weeks to craft tree asset generation tools in Houdini. The contest is open to anybody in the world over the age of 18 and all submissions (including the victors) will be made open source and commercially licensed for anybody to use, free of charge.
Sign-ups and submissions will be taking place on our Discord Server https://discord.com/invite/mythica
I hope to see you there!
https://preview.redd.it/7oki9w8o3fsd1.jpg?width=1590&format=pjpg&auto=webp&s=d54f87abc81cb6d209c71eea402414c0131d165d
https://redd.it/1fusp69
@proceduralgeneration
Discord
Join the Mythica Discord Server!
Check out the Mythica community on Discord - hang out with 234 other members and enjoy free voice and text chat.
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Gameplay created from procedural game progression dependency graphs (blog post with details)
https://redd.it/1fv4mk9
@proceduralgeneration
https://redd.it/1fv4mk9
@proceduralgeneration
For those generating an open world, what are you doing to avoid a "procgen wasteland" or "sameyness"?
You've generated your terrain heightmap by sampling cleverly calculated random noise, maybe even simulating plate tectonics and erosion and such. You've scattered a great variety of props about the place randomly. You've used an array of conditions to filter props and ground textures differently based on slope, elevation, and even randomly generated biome data. You've added water, and subtractive features like caves and gorges.
The result is a massive, varied world you can be proud of. But when you descend to walk its surface, you find it's somehow still boring. No matter how far you travel, even across multiple biomes full of a wide variety of rocks and plants, even exploring interesting features like mountains, canyons, and caverns, you inevitably find it still feels "samey". Practically a wasteland of disinterest.
What do you, personally, do next? I can think of a ton of things but I'm wondering what's actually being used.
Wildlife with good AI for flocking, wandering, hunting, and generally simulating an ecosystem seems like an obvious choice, though a lot of it may go unnoticed if your user isn't being directed to actively observe those things. Biome-specific climate and weather as well as day/night cycles can make the way one place feels change dramatically over time, especially when other systems also react to those (sleeping animals, flower bloom cycles, trees swaying in gusty winds, rocks gathering snow, etc.). Procedural generation or modification of props and creatures themselves can help.
What else is there to add? Or maybe there are better ways to do just the basic things, rather than piling on more and more new features?
https://redd.it/1fvb2b6
@proceduralgeneration
You've generated your terrain heightmap by sampling cleverly calculated random noise, maybe even simulating plate tectonics and erosion and such. You've scattered a great variety of props about the place randomly. You've used an array of conditions to filter props and ground textures differently based on slope, elevation, and even randomly generated biome data. You've added water, and subtractive features like caves and gorges.
The result is a massive, varied world you can be proud of. But when you descend to walk its surface, you find it's somehow still boring. No matter how far you travel, even across multiple biomes full of a wide variety of rocks and plants, even exploring interesting features like mountains, canyons, and caverns, you inevitably find it still feels "samey". Practically a wasteland of disinterest.
What do you, personally, do next? I can think of a ton of things but I'm wondering what's actually being used.
Wildlife with good AI for flocking, wandering, hunting, and generally simulating an ecosystem seems like an obvious choice, though a lot of it may go unnoticed if your user isn't being directed to actively observe those things. Biome-specific climate and weather as well as day/night cycles can make the way one place feels change dramatically over time, especially when other systems also react to those (sleeping animals, flower bloom cycles, trees swaying in gusty winds, rocks gathering snow, etc.). Procedural generation or modification of props and creatures themselves can help.
What else is there to add? Or maybe there are better ways to do just the basic things, rather than piling on more and more new features?
https://redd.it/1fvb2b6
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
I combined perlin and worley noise to procedurally generate islands
https://redd.it/1fvvpx1
@proceduralgeneration
https://redd.it/1fvvpx1
@proceduralgeneration
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The only way a solo dev can create a space sim is proc gen NPCs heads
https://redd.it/1fwjduj
@proceduralgeneration
https://redd.it/1fwjduj
@proceduralgeneration
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Here's an update to what I've been working heads down on in my procedurally generated sandbox shooter : combat, missions, vehicles, custom character
https://redd.it/1fwnj6o
@proceduralgeneration
https://redd.it/1fwnj6o
@proceduralgeneration