procedural generation
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Electric sheep morph by 4kfract from Lion Face to Spiraling Wheels to Rotating Spheres
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
Caves proc'gen'ed as you explore them
https://redd.it/1uxwfal
@proceduralgeneration
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
quick-noise: Maximum performance SIMD procedural noise in Rust
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
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
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Each match is a boids ecosystem sim with thousands of agents that feed, breed, and go to war

https://redd.it/1uyvxbc
@proceduralgeneration
Make Planet Adrian From Project Hail Mary in Blender in 10 minutes(Fully procedural)- Tutorial with Free Project File
https://redd.it/1uzanqr
@proceduralgeneration