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,
# 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
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
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
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
Reddit
From the proceduralgeneration community on Reddit
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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
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
Reddit
From the proceduralgeneration community on Reddit
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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
https://redd.it/1s8bzgm
@proceduralgeneration
DevLog #2: The first post did better than expected, so I kept going
https://redd.it/1s8pkg6
@proceduralgeneration
https://redd.it/1s8pkg6
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: DevLog #2: The first post did better than expected, so I kept going
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New to procgen and currently self-teaching. Love what can be made with some perlin noise and hillshading!
https://redd.it/1sdj5y2
@proceduralgeneration
https://redd.it/1sdj5y2
@proceduralgeneration