procedural generation
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I'm building a worldgen engine where fantasy creatures are caused by physics. The realistic foundation is almost done.

Most fantasy worldgen works like you build a world, then you decorate it with dragons. The dragons live where the designer decided dragons live. The world and the creatures that inhabit it have no relationship to each other beyond visual coherence.

I want to build something where that direction reverses. The world runs its physics. The physics produces conditions for fantasy creatures to exist.

# The realistic engine first

Variables 1-8 are built and running. The cascade works like this: every variable receives the fully resolved state of all prior variables and passes a coherent state forward. It does not rely on noise functions or harcoded variables. Everything is caused.

Variable 1 (Planetary Mass) determines gravity, escape velocity, max mountain height, isostatic basin depth
Variable 2 (Bulk Composition) replaces the baseline density and isotope constants from V1 with real derived values
Variable 3 (Stellar Insolation) star mass, orbital distance, sky colour, base temperature
Variable 4 (Atmospheric Chemistry) pressure, greenhouse forcing, CO₂ with a two-pass volcanic reconciliation against V6's tectonic boundary inventory
Variable 5 (Kinematics) axial tilt, seasonality, tidal locking assessment, ice status
Variable 6 (Tectonic Geometry) plate count from mantle heat flux, boundary inventory (convergent/divergent/transform), mountain ranges placed at convergent boundaries, rift valleys at divergent
Variable 7 (Hydrology) river basin delineation from continental divides, navigable river length, aridity and rain shadow flags
Variable 8 (Regolith) soil chemistry, substrate depth, nitrogen availability, Biological Readiness Index

# Current State

I have done most of it because I wanted to get the realistic engine right before I start distorting variables to allow for a world that can allow for fantasy creatures like dragons, dwarves, etc.

The realistic engine has 7 open problems documented at the GitHub issue: sediment transport calibration, moon sub-variable, orbital eccentricity, Variable 9 Biology, rendering script, BRI calibration, CO₂ two-pass architecture.

The issue is here: **github.com/NamelessNATM/MORTALIS/issues/6**

It is a pure python script with no external dependencies. The variable sequence is the architecture read it top to bottom and the physics tells you what each function is doing and why.

Would really love some feedback on any relationships I might have missed with Variables 1-8 or if you can help with the 7 open problems currently marked.

https://redd.it/1shm22d
@proceduralgeneration
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I made this explanation video about generating stippling using physics simulation

https://redd.it/1shpoyi
@proceduralgeneration
Tiny Heraldry Generator

Been playing around with procedural generation again, this time with a medieval-ish twist ⚔️

I built a small web app that generates 8x8 pixel heraldry—tiny coat-of-arms style designs inspired by the kind of emblems you see in fantasy settings.
It fills the whole screen, and resizing the viewport regenerates a completely new set.

It’s kind of a follow-up to something I made before (I called them “Nocis”, small generated avatars), but this time I focused more on patterns and colors instead of characters.

Got the idea after watching A Knight of the Seven Kingdoms—those emblems and color combinations stuck with me.

Fun little experiment overall. Curious what people think. Enjoy!

Shields: https://lucatabone.com/shields/
Noci Avatar Generator: https://lucatabone.com/noci/

https://preview.redd.it/082whtg03gug1.png?width=800&format=png&auto=webp&s=49a4b36a1362f7a047349f13c294af103bc8000b




https://redd.it/1si26mq
@proceduralgeneration
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I'm working on a roguelike and thought it would be fun to have the loading screens procedurally generate as well
https://redd.it/1sif8ru
@proceduralgeneration
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Deep Dive: How I Built a 100% Photoshop-to-3D Procedural Pipeline

https://redd.it/1sih57r
@proceduralgeneration
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Changing one number completely changes the map — added seed-based generation to my RTS (Unity)

https://redd.it/1sisac3
@proceduralgeneration
Wave Function Collapse at 4 million tiles in 23 seconds. Here's every wall I hit scaling it in Unity.
/r/Unity3D/comments/1sit4d4/wave_function_collapse_at_4_million_tiles_in_23/

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