procedural generation
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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
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
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
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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
Media is too big
VIEW IN TELEGRAM
Procedural classical architecture add-on for Blender — every element auto-fits.

https://redd.it/1u4okm3
@proceduralgeneration
Media is too big
VIEW IN TELEGRAM
Started working on some fluid simulations after being inspired by Coding Adventures

https://redd.it/1u5ap83
@proceduralgeneration