procedural generation
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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
Mandelbrot set explorer that runs entirely in your browser using WebGPU

https://preview.redd.it/b78s4s4w35ug1.png?width=3456&format=png&auto=webp&s=0da0fc997ce7f46dee442ca1ec24e9713b05e119

I've been working on an interactive Mandelbrot set explorer and wanted to share it. It runs 100% in the browser.

# What makes it interesting

The main challenge with deep Mandelbrot zoom is floating-point precision. Standard `float64` breaks down around zoom level 10^(15,) you just get a blurry, pixelated mess. To go deeper, I implemented (helped by claude to be fully honest) **perturbation theory**: instead of computing the full orbit for every pixel, you compute one high-precision *reference orbit* at the center point (using arbitrary-precision arithmetic), then each pixel only has to track a tiny *delta* from that reference. This lets the GPU handle millions of lightweight delta orbits in parallel while the CPU handles the one expensive reference computation.

# Features

* Very deep zoom
* Customizable color palettes with live gradient preview
* Dynamic or fixed max iteration control
* Bookmark system: save and return to interesting locations
* Smartphone mode with pinch-to-zoom and touch pan
* Screenshot export
* Saves settings to browser storage

# Links

* **Live demo:** [edobrb.github.io/mandelbrot](https://edobrb.github.io/mandelbrot/)
* **Source:** [https://github.com/edobrb/mandelbrot](https://github.com/edobrb/mandelbrot)

Any feedback is appreciated

https://redd.it/1sglk4v
@proceduralgeneration
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Using Photoshop as a "Remote" for 3D world building. 100% Procedural.

https://redd.it/1sfsu08
@proceduralgeneration