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I built a Blender plugin that produces complex, fully structured, part-aware 3D objects & assemblies. It does so by translating text instructions into procedural Python code blocks to compile scene trees.
https://redd.it/1ukn7vn
@proceduralgeneration
https://redd.it/1ukn7vn
@proceduralgeneration
I spent 3 days building Procedural Pixel Asset Generator for 2D Retro Pixel Games
/r/aigamedev/comments/1uks6c4/i_spent_3_days_building_procedural_pixel_asset/
https://redd.it/1uks7an
@proceduralgeneration
/r/aigamedev/comments/1uks6c4/i_spent_3_days_building_procedural_pixel_asset/
https://redd.it/1uks7an
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: I spent 3 days building Procedural Pixel Asset Generator for 2D Retro Pixel…
Posted by CuriousDivide5546 - 0 votes and 0 comments
Procedural generated trees
I made a procedural generator tool for trees in godot
It has support for LOD's as well 3 levels. And some premade materials. It has 2 types of leaves blobs or cards. You can use your own leaf textures but I left some free ones made with my texture tool
Hopefully it helps someone with foliage.
Here is the github https://github.com/TheRealSarin/tree-gen
MIT licence so you can do whatever
And here is a preview video of some output https://youtu.be/K4oHaXFgojA?is=rp9ojusvfVxRL2B3
Edit: some mispells
https://redd.it/1ulae69
@proceduralgeneration
I made a procedural generator tool for trees in godot
It has support for LOD's as well 3 levels. And some premade materials. It has 2 types of leaves blobs or cards. You can use your own leaf textures but I left some free ones made with my texture tool
Hopefully it helps someone with foliage.
Here is the github https://github.com/TheRealSarin/tree-gen
MIT licence so you can do whatever
And here is a preview video of some output https://youtu.be/K4oHaXFgojA?is=rp9ojusvfVxRL2B3
Edit: some mispells
https://redd.it/1ulae69
@proceduralgeneration
GitHub
GitHub - TheRealSarin/tree-gen
Contribute to TheRealSarin/tree-gen development by creating an account on GitHub.
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Working on a PCG Cave generator, with HISM decoration system
https://redd.it/1ulio2d
@proceduralgeneration
https://redd.it/1ulio2d
@proceduralgeneration
Curvature based reaction diffusion for organic natural patterns
https://www.reddit.com/gallery/1ulpeio
https://redd.it/1ulpk3n
@proceduralgeneration
https://www.reddit.com/gallery/1ulpeio
https://redd.it/1ulpk3n
@proceduralgeneration
Reddit
From the blender community on Reddit: Curvature based reaction diffusion for organic natural patterns
Explore this post and more from the blender community
Archeobox (In development) - a deep time fictional history generator
In game UI with a few elements exposed.
I just wanted to share what I am developing. Roughly 70% finished systems wise. Just a screenshot for now. I THINK I will have this finished and available on Steam within the next 6 months.
I'm looking for any questions or concerns with that I am doing.
I'll leave an abstract of the project here below.
Archeobox is a procedural civilization simulator, but the thing it's
actually about isn't conquest or growth- it's memory, and how badly it
degrades.
Cultures rise, spread, and compete for land the way you'd expect from any
grand-strategy sim. But every culture also generates its own historical
record as it goes: notable figures — writers, prophets, conquerors,
cartographers — are born, live out a natural lifespan, and produce
publications before they die. Those publications don't disappear when the
author does. They persist as permanent artifacts in the world: religious
texts, epics, discovery records, war accounts. Other cultures can find
them, translate them, misattribute them, or build entire belief systems
around a document nobody left behind an explanation for.
Wars happen too, skirmishes over contested borders, outright conquests
where one culture absorbs another (and inherits fragments of its beliefs
in the process), and rare annihilations that erase a culture from the map
completely, leaving only ruins and whatever half-true publications survive
about them. A discovery made by one people 400 years ago might be
rediscovered by their own unrecognized descendants, who have no idea
they're digging up their own ancestors' forgotten claims.
https://redd.it/1ulx6fl
@proceduralgeneration
In game UI with a few elements exposed.
I just wanted to share what I am developing. Roughly 70% finished systems wise. Just a screenshot for now. I THINK I will have this finished and available on Steam within the next 6 months.
I'm looking for any questions or concerns with that I am doing.
I'll leave an abstract of the project here below.
Archeobox is a procedural civilization simulator, but the thing it's
actually about isn't conquest or growth- it's memory, and how badly it
degrades.
Cultures rise, spread, and compete for land the way you'd expect from any
grand-strategy sim. But every culture also generates its own historical
record as it goes: notable figures — writers, prophets, conquerors,
cartographers — are born, live out a natural lifespan, and produce
publications before they die. Those publications don't disappear when the
author does. They persist as permanent artifacts in the world: religious
texts, epics, discovery records, war accounts. Other cultures can find
them, translate them, misattribute them, or build entire belief systems
around a document nobody left behind an explanation for.
Wars happen too, skirmishes over contested borders, outright conquests
where one culture absorbs another (and inherits fragments of its beliefs
in the process), and rare annihilations that erase a culture from the map
completely, leaving only ruins and whatever half-true publications survive
about them. A discovery made by one people 400 years ago might be
rediscovered by their own unrecognized descendants, who have no idea
they're digging up their own ancestors' forgotten claims.
https://redd.it/1ulx6fl
@proceduralgeneration