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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
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Procedural classical architecture add-on for Blender — every element auto-fits.
https://redd.it/1u4okm3
@proceduralgeneration
https://redd.it/1u4okm3
@proceduralgeneration
I turned a website from 2010 into a Procedural Art Generator CLI
https://www.reddit.com/gallery/1u53eh8
https://redd.it/1u53hn8
@proceduralgeneration
https://www.reddit.com/gallery/1u53eh8
https://redd.it/1u53hn8
@proceduralgeneration
Reddit
From the CLI community on Reddit: I turned a website from 2010 into a Procedural Art Generator CLI
Explore this post and more from the CLI community
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Started working on some fluid simulations after being inspired by Coding Adventures
https://redd.it/1u5ap83
@proceduralgeneration
https://redd.it/1u5ap83
@proceduralgeneration
Removed by Reddit
Removed by Reddit on account of violating the [content policy. ]
https://redd.it/1u5glrb
@proceduralgeneration
Removed by Reddit on account of violating the [content policy. ]
https://redd.it/1u5glrb
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: [ Removed by Reddit ]
Posted by GeneJunior5261 - 1 vote and 0 comments
🤯1
WorldLoop Turns Any Structure Into Playable Terrain
https://youtu.be/LeOkVhurRGw?is=hIQLhDr_d3d0vFig
https://redd.it/1u5iaz0
@proceduralgeneration
https://youtu.be/LeOkVhurRGw?is=hIQLhDr_d3d0vFig
https://redd.it/1u5iaz0
@proceduralgeneration
YouTube
WorldLoop Turns Any Structure Into Playable Terrain
This Roblox Studio plugin can generate a structure and fuse it with playable terrain in real time.
In this video, I’m showing WorldLoop generating a villa as one example — but the important part is that this system is not limited to villas.
Any generated…
In this video, I’m showing WorldLoop generating a villa as one example — but the important part is that this system is not limited to villas.
Any generated…
Project Rimheim (Working title)
/r/BaseBuildingGames/comments/1u5nia1/project_rimheim_working_title/
https://redd.it/1u5oqu3
@proceduralgeneration
/r/BaseBuildingGames/comments/1u5nia1/project_rimheim_working_title/
https://redd.it/1u5oqu3
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Project Rimheim (Working title)
Posted by KintsugiStudios - 1 vote and 0 comments
A square rotating around a single vertex, recorded step-by-step
https://youtube.com/shorts/CPXI3ZM6vQw
https://redd.it/1u5vl69
@proceduralgeneration
https://youtube.com/shorts/CPXI3ZM6vQw
https://redd.it/1u5vl69
@proceduralgeneration
YouTube
What happens when squares keep rotating ? 🌈 #geometry
One square. Then another, rotated by 3°. Then 120 more.Watch a sim...
Why I built a deterministic, data-driven engine that compiles Natural Language into bit-identical geometry
Most generative graphics tools today rely on probabilistic AI models. They are creative, but they are messy. You can’t recreate a scene exactly, and the outputs are often unpredictable.
I wanted the opposite: **Total, bit-identical determinism.**
I’ve spent the last months building **GAP+** (Geometric Architecture Parametrics), a system where natural language inputs compile to verifiable geometry through a strictly deterministic pipeline. No AI, no dependencies, no floating-point drift.
# The Architecture: "Objects are Data, not Code"
I moved away from hardcoded Rust strings. The pipeline is now:
1. **Natural Language Input:** `geotool nl "a stone tower"`
2. **Thin Loader:** Parses modifiers and selects a template.
3. **GAP+ Template:** A parametric `.gap` file (pure data).
4. **Compiler:** Expands `include`, `repeat`, and `let` declarations.
5. **Geokern Engine:** Executes the operations to output a **Merkle Hash** that proves the scene's geometry.
# Why this is different (The "World-Class" Checklist)
* **Cross-Platform Determinism:** By using a golden-root test matrix (Linux, Windows, macOS), every scene hash is validated. If the macOS output differs by a single bit from the Linux output, the CI fails.
* **No-Recompile Workflow:** I can add a complex object (like an obelisk) by adding one `.gap` data file and one TSV registry line. The engine doesn't even know what an "obelisk" is—it just executes the parameters.
* **Zero-Warning Policy:** The codebase enforces strict `clippy` lints and standard formatting via CI. If it doesn't build perfectly, it doesn't get merged.
# The Proof
Here is a physically based render of a gold sphere generated by this pipeline:
`sphere a0 2 48` `pbr a0 0.90 0.55 0.30 1.0 0.18 0.5`
# Why this matters
This isn't just about rendering spheres. It’s about building a **Foundation for Procedural Worlds** where you can mathematically prove the state of your environment across any hardware.
I've just open-sourced the framework, and I'm looking for feedback on the architecture—specifically on how to handle compositional grammar (e.g., "a vase on a table") within a purely deterministic system.
You can check out the source, the golden-root test suite, and the engine internals here:
[https://github.com/MerlijnW70/gap](https://github.com/MerlijnW70/gap)
https://preview.redd.it/rzkf9qkqvb7h1.png?width=1280&format=png&auto=webp&s=c092900458c44c0a849d736a031dcbea7c367c0c
https://redd.it/1u5zczk
@proceduralgeneration
Most generative graphics tools today rely on probabilistic AI models. They are creative, but they are messy. You can’t recreate a scene exactly, and the outputs are often unpredictable.
I wanted the opposite: **Total, bit-identical determinism.**
I’ve spent the last months building **GAP+** (Geometric Architecture Parametrics), a system where natural language inputs compile to verifiable geometry through a strictly deterministic pipeline. No AI, no dependencies, no floating-point drift.
# The Architecture: "Objects are Data, not Code"
I moved away from hardcoded Rust strings. The pipeline is now:
1. **Natural Language Input:** `geotool nl "a stone tower"`
2. **Thin Loader:** Parses modifiers and selects a template.
3. **GAP+ Template:** A parametric `.gap` file (pure data).
4. **Compiler:** Expands `include`, `repeat`, and `let` declarations.
5. **Geokern Engine:** Executes the operations to output a **Merkle Hash** that proves the scene's geometry.
# Why this is different (The "World-Class" Checklist)
* **Cross-Platform Determinism:** By using a golden-root test matrix (Linux, Windows, macOS), every scene hash is validated. If the macOS output differs by a single bit from the Linux output, the CI fails.
* **No-Recompile Workflow:** I can add a complex object (like an obelisk) by adding one `.gap` data file and one TSV registry line. The engine doesn't even know what an "obelisk" is—it just executes the parameters.
* **Zero-Warning Policy:** The codebase enforces strict `clippy` lints and standard formatting via CI. If it doesn't build perfectly, it doesn't get merged.
# The Proof
Here is a physically based render of a gold sphere generated by this pipeline:
`sphere a0 2 48` `pbr a0 0.90 0.55 0.30 1.0 0.18 0.5`
# Why this matters
This isn't just about rendering spheres. It’s about building a **Foundation for Procedural Worlds** where you can mathematically prove the state of your environment across any hardware.
I've just open-sourced the framework, and I'm looking for feedback on the architecture—specifically on how to handle compositional grammar (e.g., "a vase on a table") within a purely deterministic system.
You can check out the source, the golden-root test suite, and the engine internals here:
[https://github.com/MerlijnW70/gap](https://github.com/MerlijnW70/gap)
https://preview.redd.it/rzkf9qkqvb7h1.png?width=1280&format=png&auto=webp&s=c092900458c44c0a849d736a031dcbea7c367c0c
https://redd.it/1u5zczk
@proceduralgeneration
GitHub
GitHub - MerlijnW70/gap: Deterministic procedural geometry engine — describe a 3D scene as ops, prove each obeys the laws of solid…
Deterministic procedural geometry engine — describe a 3D scene as ops, prove each obeys the laws of solid geometry, path-trace it, and get a bit-reproducible Merkle root that's identical on...