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I created a plugin for Unreal Engine 5 that procedurally generates cliffs from your landscape
https://redd.it/1u14ru8
@proceduralgeneration
https://redd.it/1u14ru8
@proceduralgeneration
Adding texture to my procedural animated creatures
I recently started to learn procedural animation, and while not really good at it yet, I just want to know how to add texture (for example a pixel art that I have) to a limb for example. I am using raylib, so I want a way to do it without an engine. My first thought was to add a texture to each limb, but I want to know if there is a better, or more known approach.
https://redd.it/1u1hxxe
@proceduralgeneration
I recently started to learn procedural animation, and while not really good at it yet, I just want to know how to add texture (for example a pixel art that I have) to a limb for example. I am using raylib, so I want a way to do it without an engine. My first thought was to add a texture to each limb, but I want to know if there is a better, or more known approach.
https://redd.it/1u1hxxe
@proceduralgeneration
Reddit
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Updates to The Orani Prism - Friends with Bennies, Non-Romantic Relationships, and More
Hello Everyone,
Edit: The Orani Prism is a deterministic settlement generator for TTRPG play, and will eventually be an API tie-in for games, produce VTT exportables, and more.
Over the last week I finished a major piece of the Prism: the full range of how people regard one another, and the ways those feelings shape what they actually do. Residents now carry more than friendships and grudges. They recognize familiar faces, develop quiet one‑sided likes and dislikes, grow into mutual annoyance from too much daily contact, and form alliances of convenience. Their private lives broaden too. Casual ties, affairs, and open relationships now grow out of temperament and circumstance instead of random rolls. A small hamlet ends up with narrow private lives; a larger town ends up with a wider, more varied web.
Those feelings now matter in the simulation. A master won’t take an apprentice he holds in low regard. When a fire, raid, or sickness hits, people stand with those they already trust, and strained relationships harden instead of softening. Crisis events now read the emotional landscape that already exists, so the town reacts like a place full of actual people instead of dice.
Workshops and other buildings now remember who built them and who owns them. When an owner dies, a child inherits it; with no heir, it sits empty for a time. In larger towns, ownerless workshops pass to the council or church. The origin of a structure is never lost, even generations later.
I also cleaned up the engine itself. Redundant logic is gone, disconnected code paths are fixed, and the relationship web and economy now have real test coverage. A long‑standing issue with settlement year persistence is fixed, so ages are correct again. The CSV and TSV text got a polish pass to make the demo read more cleanly while the deeper structure continues to settle.
I go into more detail in the Devlogs.
One last clarification: genre changes the telling, not the math. A horror town and a fantasy town of the same size grow from the same numbers; only the tone and events will differ.
Still ahead are trading behavior, the Loom SDK, and more interface work. The foundation is stronger now, and the town feels more like a place where people actually live.
Here is a link to the demo: https://the-orani-group.itch.io/the-orani-prism-demo
As always, a question for the Actors and Bards:
Actors: What is the best way to convey sensory experience in a format like this? How best would want conveyed sights, sounds, smells, and so on? Would you like it more in a narrative style? Bullet point? The Actor’s Sides are your you, and I want to make the settlement feel alive the way you want.
Bards: I provide you with a gigantic mountain of information. What information is most important for you? What holds the highest priority of order/accessibility? What kinds of demographic or sorting information do you need insight on?
Thank you for your time, see you at the table.
\-The Orani Group
https://redd.it/1u1if0a
@proceduralgeneration
Hello Everyone,
Edit: The Orani Prism is a deterministic settlement generator for TTRPG play, and will eventually be an API tie-in for games, produce VTT exportables, and more.
Over the last week I finished a major piece of the Prism: the full range of how people regard one another, and the ways those feelings shape what they actually do. Residents now carry more than friendships and grudges. They recognize familiar faces, develop quiet one‑sided likes and dislikes, grow into mutual annoyance from too much daily contact, and form alliances of convenience. Their private lives broaden too. Casual ties, affairs, and open relationships now grow out of temperament and circumstance instead of random rolls. A small hamlet ends up with narrow private lives; a larger town ends up with a wider, more varied web.
Those feelings now matter in the simulation. A master won’t take an apprentice he holds in low regard. When a fire, raid, or sickness hits, people stand with those they already trust, and strained relationships harden instead of softening. Crisis events now read the emotional landscape that already exists, so the town reacts like a place full of actual people instead of dice.
Workshops and other buildings now remember who built them and who owns them. When an owner dies, a child inherits it; with no heir, it sits empty for a time. In larger towns, ownerless workshops pass to the council or church. The origin of a structure is never lost, even generations later.
I also cleaned up the engine itself. Redundant logic is gone, disconnected code paths are fixed, and the relationship web and economy now have real test coverage. A long‑standing issue with settlement year persistence is fixed, so ages are correct again. The CSV and TSV text got a polish pass to make the demo read more cleanly while the deeper structure continues to settle.
I go into more detail in the Devlogs.
One last clarification: genre changes the telling, not the math. A horror town and a fantasy town of the same size grow from the same numbers; only the tone and events will differ.
Still ahead are trading behavior, the Loom SDK, and more interface work. The foundation is stronger now, and the town feels more like a place where people actually live.
Here is a link to the demo: https://the-orani-group.itch.io/the-orani-prism-demo
As always, a question for the Actors and Bards:
Actors: What is the best way to convey sensory experience in a format like this? How best would want conveyed sights, sounds, smells, and so on? Would you like it more in a narrative style? Bullet point? The Actor’s Sides are your you, and I want to make the settlement feel alive the way you want.
Bards: I provide you with a gigantic mountain of information. What information is most important for you? What holds the highest priority of order/accessibility? What kinds of demographic or sorting information do you need insight on?
Thank you for your time, see you at the table.
\-The Orani Group
https://redd.it/1u1if0a
@proceduralgeneration
itch.io
The Orani Prism - Demo by The Orani Group
A first look into how the Actor’s Sides, Bard’s Screenplay, and Playwright’s Globe generators work. Play in your browser
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Procedural Sudoku - Substance Designer Generator (with Breakdown)
https://redd.it/1u1l4yv
@proceduralgeneration
https://redd.it/1u1l4yv
@proceduralgeneration
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Walking and flying around in my expansive mountain forest
https://redd.it/1u1ys5u
@proceduralgeneration
https://redd.it/1u1ys5u
@proceduralgeneration
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[Release] LongExposureFX COMP | An experimental temporal ghosting toolkit
https://redd.it/1u24dod
@proceduralgeneration
https://redd.it/1u24dod
@proceduralgeneration
Building personalities in LÖVE2D: every character is constantly changing
https://redd.it/1u28rga
@proceduralgeneration
https://redd.it/1u28rga
@proceduralgeneration
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my procedurally generated solar system that I put a colony into :)
https://redd.it/1u2a947
@proceduralgeneration
https://redd.it/1u2a947
@proceduralgeneration
opengl grass over procedural terrain + wind from noise texture
https://youtu.be/eHw9wADgbpc
https://redd.it/1u2bax0
@proceduralgeneration
https://youtu.be/eHw9wADgbpc
https://redd.it/1u2bax0
@proceduralgeneration
YouTube
opengl grass - wind from noise texture
adding some noise based wind to my latest grass implementation.
Movement is performed on the compute shader by sampling a seamless noise texture, "panning" the sample position according to elapsed time.
Movement is performed on the compute shader by sampling a seamless noise texture, "panning" the sample position according to elapsed time.
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125km wide procedurally generated world amplified to 0.5 metres
https://redd.it/1u2zkww
@proceduralgeneration
https://redd.it/1u2zkww
@proceduralgeneration
Struggling to find a decent free terrain generator — everything has a catch
Every tool I try either watermarks the export, caps resolution unless you buy a license, or just looks abandoned. Trying to make heightmaps for a small indie project, nothing crazy — just need clean exports for Unity/Godot.
Anyone found something that just... works, for free?
https://redd.it/1u329ti
@proceduralgeneration
Every tool I try either watermarks the export, caps resolution unless you buy a license, or just looks abandoned. Trying to make heightmaps for a small indie project, nothing crazy — just need clean exports for Unity/Godot.
Anyone found something that just... works, for free?
https://redd.it/1u329ti
@proceduralgeneration
Reddit
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Help to generate diagonal procedural patterns for UI
Hello there!
For my immediate UI library, I want to implement procedural backgrounds, but I'm having trouble with diagonal patterns. My goal is to achieve the example image shown here.
If the lines arent diagonal, the solution is really just a signed distance line combined with tiling.
However, when I have slanted (or diagonal) lines, I just cant figure out how to make them repeat and have rounded edges. My current attempt is just a diagonal gradient, but I'm missing the rounded lines and the nice edge alignment so they dont get just cut off:
// float spacing = ...
float diagonal = uv.x + uv.y;
float lines = frac(diagonal / spacing);
float distFromLineCenter = abs(lines - 0.5);
Ideally, every rotation of the lines would be neatly arranged on the edge but for now I'm trying 45 degrees first.
Does anyone recognize this pattern or can help me out? Thanks.
https://redd.it/1u3dn22
@proceduralgeneration
Hello there!
For my immediate UI library, I want to implement procedural backgrounds, but I'm having trouble with diagonal patterns. My goal is to achieve the example image shown here.
If the lines arent diagonal, the solution is really just a signed distance line combined with tiling.
However, when I have slanted (or diagonal) lines, I just cant figure out how to make them repeat and have rounded edges. My current attempt is just a diagonal gradient, but I'm missing the rounded lines and the nice edge alignment so they dont get just cut off:
// float spacing = ...
float diagonal = uv.x + uv.y;
float lines = frac(diagonal / spacing);
float distFromLineCenter = abs(lines - 0.5);
Ideally, every rotation of the lines would be neatly arranged on the edge but for now I'm trying 45 degrees first.
Does anyone recognize this pattern or can help me out? Thanks.
https://redd.it/1u3dn22
@proceduralgeneration
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Procedural solar system view generated from game data for an EVE Frontier map tool
https://redd.it/1u3fk25
@proceduralgeneration
https://redd.it/1u3fk25
@proceduralgeneration
Question: How Paralives (game) do the real time procedural generation?
I've been wondering how this game managed to make the system for some of the furnitures that works procedurally in real time. They adapt and scale, the same as if it was a tool made in Houdini or Blender, however it works inside the game.
I know they used Unity as their game engine, so I'm pretty interested to knowing more about that and studying as well. If anyone knows how they did it I'd be very interested to know.
https://redd.it/1u3kla3
@proceduralgeneration
I've been wondering how this game managed to make the system for some of the furnitures that works procedurally in real time. They adapt and scale, the same as if it was a tool made in Houdini or Blender, however it works inside the game.
I know they used Unity as their game engine, so I'm pretty interested to knowing more about that and studying as well. If anyone knows how they did it I'd be very interested to know.
https://redd.it/1u3kla3
@proceduralgeneration
Reddit
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Generators
/r/WorldbuildingWithAI/comments/1u3dgo6/generators/
https://redd.it/1u3nj2l
@proceduralgeneration
/r/WorldbuildingWithAI/comments/1u3dgo6/generators/
https://redd.it/1u3nj2l
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Generators
Posted by Level-Distribution46 - 1 vote and 0 comments