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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
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
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
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
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
Free Procedural sci-fi space skyboxes — equirect + cubemap + scene-referred HDR, no AI (3-sky sample)
I built a pipeline that generates space skyboxes entirely in code (numpy/Pillow) — no AI, no scraped data, no photoscans — so they're genuinely clean to use commercially.
Sharing a free 3-sky sample (the full set is 12). Each sky:
• 2K equirectangular panorama (for Skybox/Panoramic) + 6 cubemap faces (OpenGL)
• a real scene-referred .hdr for image-based lighting
• seamless across the 360° wrap
🔗 All packs: https://pack-s.itch.io/
https://preview.redd.it/b466w1q33u6h1.jpg?width=1372&format=pjpg&auto=webp&s=ab695828f3faa7c70f93e6e49a151771174a4071
Tested in Unity (Skybox/Cubemap or Panoramic) and Unreal (Sky Sphere / HDRI Backdrop); works in Godot and Blender too.
https://preview.redd.it/kyd25t433u6h1.jpg?width=1280&format=pjpg&auto=webp&s=d6a1f28f6f8e49c3f21c41f75b476759678127ae
https://preview.redd.it/avx42od73u6h1.jpg?width=1280&format=pjpg&auto=webp&s=15d76ae29aeed4b4227ba11265b4522da62d50aa
Free link's in the comments. Happy to explain how they're generated, and I'm taking requests for styles/formats people actually need.
🔗 All packs: https://pack-s.itch.io/
https://redd.it/1u3s5oz
@proceduralgeneration
I built a pipeline that generates space skyboxes entirely in code (numpy/Pillow) — no AI, no scraped data, no photoscans — so they're genuinely clean to use commercially.
Sharing a free 3-sky sample (the full set is 12). Each sky:
• 2K equirectangular panorama (for Skybox/Panoramic) + 6 cubemap faces (OpenGL)
• a real scene-referred .hdr for image-based lighting
• seamless across the 360° wrap
🔗 All packs: https://pack-s.itch.io/
https://preview.redd.it/b466w1q33u6h1.jpg?width=1372&format=pjpg&auto=webp&s=ab695828f3faa7c70f93e6e49a151771174a4071
Tested in Unity (Skybox/Cubemap or Panoramic) and Unreal (Sky Sphere / HDRI Backdrop); works in Godot and Blender too.
https://preview.redd.it/kyd25t433u6h1.jpg?width=1280&format=pjpg&auto=webp&s=d6a1f28f6f8e49c3f21c41f75b476759678127ae
https://preview.redd.it/avx42od73u6h1.jpg?width=1280&format=pjpg&auto=webp&s=15d76ae29aeed4b4227ba11265b4522da62d50aa
Free link's in the comments. Happy to explain how they're generated, and I'm taking requests for styles/formats people actually need.
🔗 All packs: https://pack-s.itch.io/
https://redd.it/1u3s5oz
@proceduralgeneration
itch.io
pack_s
Procedural Terrain WIP
Hello, I’m working on a procedural terrain generator to make aesthetic mountains in ROBLOX. I’m planning to add more detail/texturing like sticks, tree stumps, and rocks. However, with the current progress I have right now, the game has around 100k+ baseparts in the workspace, which obviously results in really slow fps. I configured the map to be 1000 studs by 1000 studs, which allows the map to somewhat have all terrain features as well as to be explorable. Any tips of how I can increase fps or do anything about this will help me.
Some general feedback or thoughts on the terrain shape, lighting, details, and texturing would be greatly appreciated.
Game Link: proc terrain gen | Play on Roblox
Note: This showcase has thousands of parts, so your device will be pretty laggy. This map takes a long time to generate, and while generating, it will be even more laggy. Just wait for the notification on the bottom right to pop up. Addionally, the terrain will be generated below the spawn platform. You can regenerate new terrain by leaving and rejoining back, giving you a different seed.
My PC Specs include an i5 CPU, rtx 2060, and 16 gb of RAM
EDIT: I just turned on streaming enabled, and it appears to run much better.
https://preview.redd.it/t4nurqvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=b382f2e918e2310442cefc346451caf185093b5e
https://preview.redd.it/czznxtvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=6b0dcfc44eebf433a8f85252416cdf15ea34864f
https://preview.redd.it/4sosevvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=1fb15fbf1a4a9b99adaacf257c8e6698a32534c0
https://preview.redd.it/k9msxtvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=433b3ed704629eea8a515f68b8112535fec09080
https://preview.redd.it/xl1c1wvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=39dc5e29c414da90b6f21bcac4e2b080c8fc9742
https://redd.it/1u3wt2c
@proceduralgeneration
Hello, I’m working on a procedural terrain generator to make aesthetic mountains in ROBLOX. I’m planning to add more detail/texturing like sticks, tree stumps, and rocks. However, with the current progress I have right now, the game has around 100k+ baseparts in the workspace, which obviously results in really slow fps. I configured the map to be 1000 studs by 1000 studs, which allows the map to somewhat have all terrain features as well as to be explorable. Any tips of how I can increase fps or do anything about this will help me.
Some general feedback or thoughts on the terrain shape, lighting, details, and texturing would be greatly appreciated.
Game Link: proc terrain gen | Play on Roblox
Note: This showcase has thousands of parts, so your device will be pretty laggy. This map takes a long time to generate, and while generating, it will be even more laggy. Just wait for the notification on the bottom right to pop up. Addionally, the terrain will be generated below the spawn platform. You can regenerate new terrain by leaving and rejoining back, giving you a different seed.
My PC Specs include an i5 CPU, rtx 2060, and 16 gb of RAM
EDIT: I just turned on streaming enabled, and it appears to run much better.
https://preview.redd.it/t4nurqvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=b382f2e918e2310442cefc346451caf185093b5e
https://preview.redd.it/czznxtvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=6b0dcfc44eebf433a8f85252416cdf15ea34864f
https://preview.redd.it/4sosevvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=1fb15fbf1a4a9b99adaacf257c8e6698a32534c0
https://preview.redd.it/k9msxtvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=433b3ed704629eea8a515f68b8112535fec09080
https://preview.redd.it/xl1c1wvg8k6h1.jpg?width=1035&format=pjpg&auto=webp&s=39dc5e29c414da90b6f21bcac4e2b080c8fc9742
https://redd.it/1u3wt2c
@proceduralgeneration
Roblox
proc terrain gen
Note: This showcase has thousands of parts, so your device will be pretty laggy. This map takes a long time to generate, and while generating, it will be even more laggy. Just wait for the notification on the bottom right to pop up. Addionally, the terrain…
WFC 2D Unity Room based procedural generation?
I want to make a procedural generation system similar to "Cadence of Hyrule" where the map is made up of quadrants or cells and inside each of those cells an area gets generated. However unlike a typical dungeon crawler where you can go from one room to another and it doesn't matter whats on the edge because the edges are all walls. I need the system to detect where a cliff tile is and have a cliff tile on the oppsite edge in the next room. E.g their is a cliff at the top of the room so when you go up and enter the next room their should be a cliff at the bottom. I don't want you to be able to walk forever, I want it so that you load into a new room like a zelda dungeon. I've never done procedural generation so any tips, resources or suggestions would be greatly appreciated!
https://redd.it/1u404uj
@proceduralgeneration
I want to make a procedural generation system similar to "Cadence of Hyrule" where the map is made up of quadrants or cells and inside each of those cells an area gets generated. However unlike a typical dungeon crawler where you can go from one room to another and it doesn't matter whats on the edge because the edges are all walls. I need the system to detect where a cliff tile is and have a cliff tile on the oppsite edge in the next room. E.g their is a cliff at the top of the room so when you go up and enter the next room their should be a cliff at the bottom. I don't want you to be able to walk forever, I want it so that you load into a new room like a zelda dungeon. I've never done procedural generation so any tips, resources or suggestions would be greatly appreciated!
https://redd.it/1u404uj
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
RPG generators
I've recently made a bunch of generators for RPGs. Characters, factions, items, quest hooks and more
Check it out over at https://codexcryptica.com
https://redd.it/1u3ze0j
@proceduralgeneration
I've recently made a bunch of generators for RPGs. Characters, factions, items, quest hooks and more
Check it out over at https://codexcryptica.com
https://redd.it/1u3ze0j
@proceduralgeneration
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I used a Voronoi diagram as a strategy game board — here is how the generation pipeline looks and the design tradeoffs I found
https://redd.it/1u48s79
@proceduralgeneration
https://redd.it/1u48s79
@proceduralgeneration
Procedural city buildings generated from OpenStreetMap footprints
https://preview.redd.it/kl3b2btdmy6h1.png?width=1913&format=png&auto=webp&s=1f0915ff4a295f6f62db265ffe661e73412ca223
https://preview.redd.it/1vkxnatdmy6h1.png?width=1913&format=png&auto=webp&s=1530ce3f66f7efc0048681d27d5a9b9a1bc7220f
https://preview.redd.it/ff9ll9tdmy6h1.png?width=1913&format=png&auto=webp&s=378bb11a7f00b047e45b04b83f57b251415ec935
https://preview.redd.it/e63qf9tdmy6h1.png?width=1913&format=png&auto=webp&s=17b4a48d5e376207f36983b2e069bf55a105e773
https://preview.redd.it/kzrxm9tdmy6h1.png?width=1913&format=png&auto=webp&s=d70c107450cdeb2b4a2b30ad0bab223acf6978a1
https://preview.redd.it/vrun4atdmy6h1.png?width=1913&format=png&auto=webp&s=26f092df1fc418c0e5637c84a77dfbf219a2a3cf
https://preview.redd.it/xw4vz9tdmy6h1.png?width=1913&format=png&auto=webp&s=f06512890201a6863a91a7dc314420a32e91ae5d
Been working on generating 3D buildings from real OpenStreetMap footprints. Each one gets its shape, floors, windows, balconies, roof and chimneys from the footprint and tags — all algorithmic, no hand-placed models. Open data, Python, exports to Godot. Just wanted to share where it's at. Cities in pictures: Saint Etienne, France 42000, Grenoble, France 38000.
https://redd.it/1u4eq58
@proceduralgeneration
https://preview.redd.it/kl3b2btdmy6h1.png?width=1913&format=png&auto=webp&s=1f0915ff4a295f6f62db265ffe661e73412ca223
https://preview.redd.it/1vkxnatdmy6h1.png?width=1913&format=png&auto=webp&s=1530ce3f66f7efc0048681d27d5a9b9a1bc7220f
https://preview.redd.it/ff9ll9tdmy6h1.png?width=1913&format=png&auto=webp&s=378bb11a7f00b047e45b04b83f57b251415ec935
https://preview.redd.it/e63qf9tdmy6h1.png?width=1913&format=png&auto=webp&s=17b4a48d5e376207f36983b2e069bf55a105e773
https://preview.redd.it/kzrxm9tdmy6h1.png?width=1913&format=png&auto=webp&s=d70c107450cdeb2b4a2b30ad0bab223acf6978a1
https://preview.redd.it/vrun4atdmy6h1.png?width=1913&format=png&auto=webp&s=26f092df1fc418c0e5637c84a77dfbf219a2a3cf
https://preview.redd.it/xw4vz9tdmy6h1.png?width=1913&format=png&auto=webp&s=f06512890201a6863a91a7dc314420a32e91ae5d
Been working on generating 3D buildings from real OpenStreetMap footprints. Each one gets its shape, floors, windows, balconies, roof and chimneys from the footprint and tags — all algorithmic, no hand-placed models. Open data, Python, exports to Godot. Just wanted to share where it's at. Cities in pictures: Saint Etienne, France 42000, Grenoble, France 38000.
https://redd.it/1u4eq58
@proceduralgeneration