procedural generation
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wdyt of the title screen for the space colony gravity sim game I'm working on right now?

https://redd.it/1segj81
@proceduralgeneration
Programmatic 3D Rendering Pipeline: Encapsulating Three.js and NASA CGI Textures in Next.js

Las Vegas Sphere Moon effect - threejs

A few days ago, I shared a Las Vegas Sphere effect built with image masking and Three.js.

Now, I am sharing a newly completed moon effect. To find a suitable solution, I asked Gemini to search for high-res moon textures and found the NASA CGI Moon Kit, which is specifically designed for 3D rendering.

After some adjustments, I rendered the images onto a sphere and recorded this video. I have also migrated the tech stack from HTML + Three.js to Next.js + Three.js and encapsulated the modules, which will make it easier to iterate on other effects in the future.

Feel free to ask for more details. I'd appreciate any feedback and iteration suggestions.

image origin: https://svs.gsfc.nasa.gov/4720/



https://redd.it/1semxd0
@proceduralgeneration
Metroidvania-like Procedural Generation
https://redd.it/1sf23so
@proceduralgeneration
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I added primordial hypernova and supernovas to the primordial ages of my project

https://redd.it/1sftl4h
@proceduralgeneration
I built a tool that generates fully-rigged 3D game assets from a prompt (or even a sketch)

Hi everyone — I’ve been working on a tool to speed up creating placeholder and production-ready 3D assets for games, and I’m looking for feedback.

**What it does:**

* Type a prompt → generates an AI image → converts to 3D mesh
* Auto-rigs the model
* Applies preset animations (idle, walk, etc.)
* Prompt helper that generates structured “game-ready” prompts
* Sketch → AI image → 3D mesh pipeline (draw rough shapes and convert)
* Create base figures, then generate multiple skins
* Each skin can have multiple variants (colorways, outfits, styles)
* Select which generated assets you want and download them together as a ZIP

**Goal:**
Reduce the time from idea → animated 3D asset to a few minutes, while also enabling fast variations of the same character.

**Example use cases:**

* Rapid prototyping for game jams
* Placeholder characters
* NPC generation with multiple skins
* Character variants (enemy tiers, factions, cosmetics)
* Testing art styles quickly

Would love feedback on:

1. Would you actually use this in your workflow?
2. What export formats matter most (FBX, GLB, etc.)?
3. Are skins/variants useful for your pipeline?
4. What’s missing for this to be production-ready?

Project: [https://forge.logiqdev.com](https://forge.logiqdev.com)

I can share demos if there’s interest.

https://redd.it/1sgiv6y
@proceduralgeneration