Electric sheep morph by 4kfract from Lion Face to Spiraling Wheels to Rotating Spheres
https://redd.it/1uxoke8
@proceduralgeneration
https://redd.it/1uxoke8
@proceduralgeneration
I made MuseShare: an iOS app where your profile is a self-healing neural cellular automata grown from the music you share
https://redd.it/1uxqgkb
@proceduralgeneration
https://redd.it/1uxqgkb
@proceduralgeneration
I made a shader-customization tool. How do i promote it??
https://youtu.be/LIOWIT4oYQ8
https://redd.it/1uy3dyu
@proceduralgeneration
https://youtu.be/LIOWIT4oYQ8
https://redd.it/1uy3dyu
@proceduralgeneration
YouTube
Kaleidos — Announcement Trailer
Wishlist Kaleidos on Steam: https://store.steampowered.com/app/4936470?utm_source=youtube&utm_campaign=announcement
Music Credit:
"On The Ice" by @nullharmony
Kaleidos is a tool for creating shader patterns. At the moment, Perlin noise and Cellular noise…
Music Credit:
"On The Ice" by @nullharmony
Kaleidos is a tool for creating shader patterns. At the moment, Perlin noise and Cellular noise…
How to do procedural terrain ground shaders?
Hello, I am working on a procedural generated game in Godot, with multiple biomes, vegetation, hydraulic erosion, all this stuff. I've been trying to make a shader for the ground color. However, anything else than a simple repeating texture per biome with triplanar blending(which looks very mid, naturally), has turned out looking very ugly.
I would like to ask if there are any good resources or guides on this topic - how to make the textures/where to get them from, how to blend them, what algorithms to use, how do other procedural games do this?
I'm grateful for any help. Thanks!
https://redd.it/1uy3zfq
@proceduralgeneration
Hello, I am working on a procedural generated game in Godot, with multiple biomes, vegetation, hydraulic erosion, all this stuff. I've been trying to make a shader for the ground color. However, anything else than a simple repeating texture per biome with triplanar blending(which looks very mid, naturally), has turned out looking very ugly.
I would like to ask if there are any good resources or guides on this topic - how to make the textures/where to get them from, how to blend them, what algorithms to use, how do other procedural games do this?
I'm grateful for any help. Thanks!
https://redd.it/1uy3zfq
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
I recreated Adrian, the gas giant from Project Hail Mary, 100% procedurally in Blender!
https://redd.it/1uyc39m
@proceduralgeneration
https://redd.it/1uyc39m
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: I recreated Adrian, the gas giant from Project Hail Mary, 100% procedurally…
Explore this post and more from the proceduralgeneration community
quick-noise: Maximum performance SIMD procedural noise in Rust
https://redd.it/1uyi7ts
@proceduralgeneration
https://redd.it/1uyi7ts
@proceduralgeneration
Crash Server - Harm your code
Hello! I'd like to share a live coded track for sound, a jam session really. But a nice basis to go wild on visuals. Video is custom made generative system, sharing the code of my tools soonish. Everything is purely triggers, rules, feedbacks, boids, l-systems, and more. > ask questions if you want details about the algorithms or anything really. Youtube really compressed violently so if you watch high def > 1920, go for it.
Thanks for watching :)
https://www.youtube.com/watch?v=c0ymZlbMjj4
https://redd.it/1uypq1w
@proceduralgeneration
Hello! I'd like to share a live coded track for sound, a jam session really. But a nice basis to go wild on visuals. Video is custom made generative system, sharing the code of my tools soonish. Everything is purely triggers, rules, feedbacks, boids, l-systems, and more. > ask questions if you want details about the algorithms or anything really. Youtube really compressed violently so if you watch high def > 1920, go for it.
Thanks for watching :)
https://www.youtube.com/watch?v=c0ymZlbMjj4
https://redd.it/1uypq1w
@proceduralgeneration
YouTube
Harm your code / Crash Server / [4k video]
Say it slow: harm. you. code. It opens by lying to you.
A wheezy lo-fi intro, a fake start, the kind of thing your thumb reaches to skip. Just checking if you're on youtube for fast consumption or not.
ink outlives the cloud. A tattoo, a scrawled note…
A wheezy lo-fi intro, a fake start, the kind of thing your thumb reaches to skip. Just checking if you're on youtube for fast consumption or not.
ink outlives the cloud. A tattoo, a scrawled note…
Photo > 100% procedural Three.js (no downloaded meshes): a staged sculpt pipeline with an AI-vision correction loop
https://preview.redd.it/65s152xw5rdh1.jpg?width=1500&format=pjpg&auto=webp&s=395fbe1133a282a2d90a54ad89e23992b4606708
Instead of photogrammetry or mesh extraction, this reconstructs an object entirely in code. Every part is a procedural primitive with parameters derived from the reference, then refined pass-by-pass, comparing renders to the photo and fixing whatever's off.
The interesting constraint: no pass is allowed to "look good globally" if an identity-defining feature is wrong (e.g. the knife's serration count, the paracord weave). Each detail must map to an actual component/material override, not vibes.
Results + code below: knife is near-photoreal, others are deliberately stylized/low-poly.
https://hoainho.github.io/img2threejs-showcase/
https://redd.it/1uyu0j8
@proceduralgeneration
https://preview.redd.it/65s152xw5rdh1.jpg?width=1500&format=pjpg&auto=webp&s=395fbe1133a282a2d90a54ad89e23992b4606708
Instead of photogrammetry or mesh extraction, this reconstructs an object entirely in code. Every part is a procedural primitive with parameters derived from the reference, then refined pass-by-pass, comparing renders to the photo and fixing whatever's off.
The interesting constraint: no pass is allowed to "look good globally" if an identity-defining feature is wrong (e.g. the knife's serration count, the paracord weave). Each detail must map to an actual component/material override, not vibes.
Results + code below: knife is near-photoreal, others are deliberately stylized/low-poly.
https://hoainho.github.io/img2threejs-showcase/
https://redd.it/1uyu0j8
@proceduralgeneration
Media is too big
VIEW IN TELEGRAM
Each match is a boids ecosystem sim with thousands of agents that feed, breed, and go to war
https://redd.it/1uyvxbc
@proceduralgeneration
https://redd.it/1uyvxbc
@proceduralgeneration
I Built a Procedural Tile Generator to Create Pixel Art Tiles, Tilemaps and Textures
https://youtu.be/uZzZAn26JVQ
https://redd.it/1uyxc7c
@proceduralgeneration
https://youtu.be/uZzZAn26JVQ
https://redd.it/1uyxc7c
@proceduralgeneration
YouTube
Procedural Tile Generator: Introducing Advanced Mode for Pixel Art Tileset Creation
Generate seamless pixel-art textures, multi-channel terrain masks, and production-ready tilemaps in seconds.
Try here: https://originlessgamer.itch.io/procedural-tile-generator
Procedural Tile Generator is a standalone Python application built for pixel…
Try here: https://originlessgamer.itch.io/procedural-tile-generator
Procedural Tile Generator is a standalone Python application built for pixel…
Make Planet Adrian From Project Hail Mary in Blender in 10 minutes(Fully procedural)- Tutorial with Free Project File
https://redd.it/1uzanqr
@proceduralgeneration
https://redd.it/1uzanqr
@proceduralgeneration