I have some ideas for procedurally generating games that anyone can use.
1. Accurate backrooms generation game that generates just like the real backrooms in the Kane parson’s series.
2. A voxel game with infinite planets and galaxies, you can design things out of pixels like the chisels and bits mod or out of normal blocks, but each new planet has a chance of generating new atoms, elements, ores, and new plant life.
3. Some game like The powder toy but you can mix and fuse elements to make new things. Mainly focusing on the nuclear/atomic aspect.
If anyone would want to pick these ideas up and make them into a game, or inspire your own idea, you can do just that, no credit needed and these ideas are free to use
https://redd.it/1uabpr9
@proceduralgeneration
1. Accurate backrooms generation game that generates just like the real backrooms in the Kane parson’s series.
2. A voxel game with infinite planets and galaxies, you can design things out of pixels like the chisels and bits mod or out of normal blocks, but each new planet has a chance of generating new atoms, elements, ores, and new plant life.
3. Some game like The powder toy but you can mix and fuse elements to make new things. Mainly focusing on the nuclear/atomic aspect.
If anyone would want to pick these ideas up and make them into a game, or inspire your own idea, you can do just that, no credit needed and these ideas are free to use
https://redd.it/1uabpr9
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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How Do You Know Which Mathematical Functions to Use for Procedural Texturing?
Hi everyone,
I recently started learning about procedural texturing, and I'm a bit confused about the creative process behind it.
When you have a specific texture in mind, how do you know which mathematical functions to use to create it?
I'm trying to understand how you go from "I want this texture" to "these are the mathematical building blocks I should use."
Thanks!
https://redd.it/1uaenqr
@proceduralgeneration
Hi everyone,
I recently started learning about procedural texturing, and I'm a bit confused about the creative process behind it.
When you have a specific texture in mind, how do you know which mathematical functions to use to create it?
I'm trying to understand how you go from "I want this texture" to "these are the mathematical building blocks I should use."
Thanks!
https://redd.it/1uaenqr
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
What to do with bad algorithm generations?
Main path generated by the algorithm
Hello there!
I recently started working on procedural generation algorithm, based on this generator, but with some changes:
\- Start and end room have special, slightly random spawn location
\- The rest of rooms are placed randomly
\- System generates main path first (start room, through one special room to exit room)
\- I will add other rooms / hallways later
For now I got working algorithm, I scripted automatic test to generate dungeon 100 times and count whenever is complete and I got 70 - 80% success rate.
But there is a problem I wonder about - How to handle this 20 - 30% of bad generations? should I try to repair them or just throw it away and generate it once more time? But if so, I will need to change the seed, that means that seed is not able to generate anything complete? How it's handled in popular games?
https://redd.it/1uarlnr
@proceduralgeneration
Main path generated by the algorithm
Hello there!
I recently started working on procedural generation algorithm, based on this generator, but with some changes:
\- Start and end room have special, slightly random spawn location
\- The rest of rooms are placed randomly
\- System generates main path first (start room, through one special room to exit room)
\- I will add other rooms / hallways later
For now I got working algorithm, I scripted automatic test to generate dungeon 100 times and count whenever is complete and I got 70 - 80% success rate.
But there is a problem I wonder about - How to handle this 20 - 30% of bad generations? should I try to repair them or just throw it away and generate it once more time? But if so, I will need to change the seed, that means that seed is not able to generate anything complete? How it's handled in popular games?
https://redd.it/1uarlnr
@proceduralgeneration
Any ideas on how to generate river net on this flat terrain
https://preview.redd.it/spsr449nvf8h1.png?width=1875&format=png&auto=webp&s=73e359213e53f0ea91637005314f6b27777b68ad
I am amateur in the field and would really appreciate some advice
https://redd.it/1uawx0b
@proceduralgeneration
https://preview.redd.it/spsr449nvf8h1.png?width=1875&format=png&auto=webp&s=73e359213e53f0ea91637005314f6b27777b68ad
I am amateur in the field and would really appreciate some advice
https://redd.it/1uawx0b
@proceduralgeneration
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Video game RL environment with procedural base generation / attack design
https://redd.it/1ub2cth
@proceduralgeneration
https://redd.it/1ub2cth
@proceduralgeneration
A Minecraft-style world generated entirely in a single GLSL fragment shader - procedural biomes, weather, seasons, and day/night, no game engine.
https://redd.it/1ubgnei
@proceduralgeneration
https://redd.it/1ubgnei
@proceduralgeneration