procedural generation
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real talk.. AI..

keep noodling on generation ideas, then think: what's the point of spending x weeks doing this when someone will create something subjectively better with a button press or correctly worded prompt using AI?

get a sense of foreboding that if anyone can make anything, what is something? won't be too long before all the major game engines have built in generation: sketch to 3D model, text to texture etc.

are there things people can make that are "better" than AI?

what do you think?

https://redd.it/123d7s0
@proceduralgeneration
Procedurally generated gait strategies for a crab robot

I have an open source Java app called Robot Overlord. It's primarily used to simulate DIY robot arms. A crab is just six arms working together. The feet will find the floor regardless of the body orientation and there are several gait strategies. Further strategies could account for uneven, slippery, or shifting terrain. I've tried to get Unity+ML to make a Spot roll over and stand up but no luck yet.

A model of SPIDEE-1 from \~2008

The code is at https://github.com/MarginallyClever/Robot-Overlord-App/. I'm currently working on a branch called "crab-demo". I'd love to talk with anyone that digs this kind of thing.
Nightly Builds should have the latest (v2.4.0)

https://redd.it/125auxi
@proceduralgeneration
Algorithms for decorating CNC-made furniture?

I'm going to make some wardrobes using a CNC machine and the principles from Design for CNC. I'd like to decorate the wooden doors with procedurally-generated designs akin to the following styles: Baroque, Chinoiserie, Neoclassicism, Art Nouveau, Louis XV, Louis XVI

Are there any algorithms out there for generating engraved decorations like these?

https://redd.it/1269oqz
@proceduralgeneration
What is the limiting factor to water pooling in local minima, and is it worth simulating it?

In the current version of my generator I have rainfall generating rivers that flow downhill. Rivers that don't end at sea pool at local minima instead.

The next step for me is to allow for rivers to jump over local minima by pooling, overflowing, and then eroding. This poses the question: What should the maximum pooling depth be? A naive approach is to just set a maximum depth and not go beyond that. However, I am wondering:

1. What is the actual limiting factor to pooling depth in the real world? Is it water evaporation (which should roughly be a function of temperature and surface area), or something else like water seeping through aquifers? I know this is a factor sometimes, for example at the Rhine/Danube border.

2. Is it worth it in practice to use anything besides the naive approach of setting a maximum pooling depth?

https://redd.it/126nu0f
@proceduralgeneration
What is the process for animating and distributing stars in a spiral galaxy renderer, such as the one found at beltoforion.de (https://beltoforion.de/en/spiral_galaxy_renderer/), once you have drawn the rotated ellipses?
https://redd.it/127fje5
@proceduralgeneration