procedural generation
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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
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
It's works !! Take any OSM PBF file you want !!
https://redd.it/1ub7y5i
@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
free in-browser tool for seamless PBR maps, built it for my own gamedev
https://redd.it/1ubjvxv
@proceduralgeneration
I (also) work on an (open-source) car game based on procedurally reconstructed real life places, and am open to feedback!
https://redd.it/1ubx9vs
@proceduralgeneration