procedural generation
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Equal Maze Generation

I've been learning about some maze generation algorithms and even made my own depth-first search program in python. I noticed that different maze generation algorithms have kind of their own style like short or long paths. And I realized that my own depth-first program can't actually generate any maze possible as it goes as deep as possible before it starts making a new path. Even if I made it so that it has a random change to suddenly make a new path, different mazes have a different change to be generated. So I wonder if there was a maze generation algorithm that can produce any maze possible with an equal change

https://redd.it/1s7j5lo
@proceduralgeneration
Procedural worlds from text prompts to 3D to Unity

Been working on a project that creates explorable 3D environments from text descriptions. Not a game exactly, more of an interactive art piece.

The pipeline: I write a paragraph describing an environment. A script breaks it into individual object descriptions. Each gets sent to Meshy's API to generate a 3D model. Another script arranges them in Unity based on spatial relationships extracted from the original text.

So "a mossy stone bridge over a dark river with twisted trees on both banks" generates the bridge, river bed, trees, and places them in roughly the right arrangement.

The results are chaotic and imperfect which is kind of the point. The AI interprets each object differently, placement is approximate, scale relationships are often wrong. But walking through these generated worlds has this dreamlike quality thats really compelling.

Each generation is unique. Same text produces different models each time. I've been documenting them as a series, one per day from the same paragraph, comparing how the interpretation shifts.

Stack: Python for orchestration, spaCy for NLP to extract objects and spatial relationships, Meshy API for generation, Unity for the viewer with basic first person controls.

Showed it at a local digital art exhibition last month. People spent way more time with it than I expected. Walking through AI generated spaces hits different than looking at AI generated images.

https://redd.it/1s7kzkf
@proceduralgeneration
RocketForge. Seeking Collaborators/Architectural Advice: Building a Hyper-Realistic, Procedural Rocket Sim in Unity (The "Ultimate" Aerospace Sandbox).



I am making a Unity game for unlimited creativity regarding rocket engines and rockets, but the problem is that I tried, and the results are less than pleasing... the AI I built for it barely works as intended, so I cannot integrate it into the Unity engine. I wanted this to be a reality for a long, long while, and it sucks that it is not working ideally.

Any help would be appreciated! I am looking for people who want to help bring this vision to life—you will be 100% credited for your work. I’m aiming for a level of realism and procedural depth that hasn't been done before.

The Vision: What we are simulating:

# 1. The Procedural Sound System (No Repeats)

I want a system where no sound ever repeats. Every crackle, explosion, and roar must be unique.

Sonic Booms: Real-time calculation for returning boosters, spaceplanes, and ascending rockets. It needs to account for multi-body booms (engine bays, landing legs, grid fins all producing separate shocks).
The "Superheavy" Factor: Specific structural parts like chines or tips must produce their own booms.
Atmospheric Realism: Sound travel time is mandatory. The further you are, the faintier the sound and the longer the delay.
The "Pop then Roar": Accurate sequencing—booms arrive first, then the engine roar.
Engine Specificity: A Raptor landing shouldn't sound like a Merlin. This applies to everything from cold-gas thrusters to hypothetical antimatter engines.

# 2. Procedural Chemistry & Plumes

I have a massive JSON database of 100+ fuels and oxidizers (LH2, RP-1, Methalox, ClF3, etc.).

The Goal: The system needs to compute chemistry data on the fly to determine plume colors, transparency, and expansion based on the specific mixture ratio and atmospheric pressure.
Solids: Solid rocket boosters need unique fire/smoke trails that scale with the size of the motor.
Launchpad Interaction: Flames and smoke must react to the environment. If there's a water deluge, it produces steam; if not, it's dust.

# 3. The Engineer AI & Rocket Builder

The AI is meant to be the bridge between the player and the engine.

Prompt-Based Design: You should be able to tell the AI: "Build a 3-stage rocket; Stage 1 has 10 staged-combustion methalox engines with 1500t thrust," and have it generate the piping, ignition sequences, and structure.
The Wall: My current C# logic for this AI is "hiccuping." Specifically, CreateNoiseClip is causing micro-stutters during multi-engine ignitions (like 33 Raptors firing at once).

# 4. Dynamic Destruction

Explosions aren't pre-baked. They are calculated based on the remaining fuel/oxidizer mass in the tanks at the moment of impact. More fuel = a more violent, procedurally generated shockwave and VFX.

# The Current Technical "Roadblock":

I’ve noticed a major logic flaw in RocketSoundSystem.cs. Generating 5 seconds of audio samples on the fly is hitting the CPU too hard during heavy physics frames. I need help optimizing the threading or moving this to a more efficient procedural audio synthesis method (perhaps via OnAudioFilterRead or a job system).

What I need:

Unity Devs experienced with VFX Graph and Fluid Sims and procedural generation.
Audio Programmers who understand Granular Synthesis and Doppler physics.
Mathematicians/Chemists who can help translate the fuel JSONs into visual plume data.
Procedural Generation Experts: People who have deep experience with procedural mesh generation (for piping and rocket structures) and algorithmic content creation.

I have a full GDD (Game Design Document) ready for those interested. Please read it for the full scope! I’m doing this for the love of aerospace. If you’ve ever wanted to see a sim where you can hear the difference between a vacuum-optimized engine and a sea-level one from 5km away, let’s talk. My discord: GalacticSaiyanZ. DM me if
interested or willing to help!

TL;DR: Building a hyper-realistic rocket sim with procedural sound, chemistry-based plumes, and an AI engineer. Looking for collaborators to help fix integration issues and build the ultimate sandbox.

https://redd.it/1s7rkjy
@proceduralgeneration
How would make this? - Tutorial Advice
https://redd.it/1s7ukba
@proceduralgeneration
Interior Furniture Placement Advice?

I am starting to do a simple apartment interior generator for a game.

I'm using the classic BSP to generate the rooms and using checking edge overlaps to find appropriate doorway places.

However I'm not sure about a good approach for adding furniture to rooms in a way that is not just randomly placed. I guess I need to also assign room types like bathroom, kitchen etc.

Any ideas of algorithms or approaches that would be simple and effective for this?

https://redd.it/1s7y455
@proceduralgeneration
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I built a spatial reasoning pipeline for AI generation — text → 3D scene graph → image → video → world model

https://redd.it/1s8bzgm
@proceduralgeneration