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
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
Rotating Procedural Billboards (eventually will be neon signs)
Added rotating procedural billboards to the proc city side-project engine / editor: https://youtu.be/qW1qsdn3KrY
https://redd.it/1261hwj
@proceduralgeneration
Added rotating procedural billboards to the proc city side-project engine / editor: https://youtu.be/qW1qsdn3KrY
https://redd.it/1261hwj
@proceduralgeneration
YouTube
Billboards v1
Available here: https://benmorris.itch.io/sanctuary . Everything in this demo is procedurally generated (no models). A quick preview of eventual rotating neon sign support. Some graphical glitches but getting there. Music is "Tech Noir" by Gunship: https…
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
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
Filson & Rohrbacher
Design for CNC
One part how-to book and one part design monograph, Make: Design for CNC introduces digital fabrication through the lens of designing plywood furniture.
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
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
Reddit
r/proceduralgeneration on Reddit: What is the limiting factor to water pooling in local minima, and is it worth simulating it?
Posted by u/wrg5y5ye5y5e6 - No votes and no comments
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I made an infinite Pac-Man game! Link in comments to play!
https://redd.it/1272dsx
@proceduralgeneration
https://redd.it/1272dsx
@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
https://redd.it/127fje5
@proceduralgeneration
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Blending + procedural texturing for gameobjects in Unity
https://redd.it/127hq6x
@proceduralgeneration
https://redd.it/127hq6x
@proceduralgeneration
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We are thinking about changing the procedural world generation. What do you think?
https://redd.it/127ila5
@proceduralgeneration
https://redd.it/127ila5
@proceduralgeneration
Advice for generating marble runs
Hi everyone!
I'm new to procedural generation and I'm currently working on a project to generate marble runs made from DUPLO-like building blocks. The idea is that you have few types of blocks of limited amount and you want to create one valid continuous track for the marble to follow. Ideally it will use most of the available blocks and look something like this:
https://preview.redd.it/p5bw4zoaj2ra1.png?width=1000&format=png&auto=webp&v=enabled&s=5a3f3a037d4746edba9fedb48e24c144453c4c23
I've been researching different approaches to this problem, but I'm not sure which one would be the best fit. At first I've considered using wave function collapse algorithm, but I'm concerned it would try to generate few small disconnected tracks like 2x2 loop etc. and the whole fixing of the track would be more complicated than using some method that would generate one continuous build from start. I've also looked into using grammars for generation and wondered if shape grammar could be used.
If you have any experience with similar problems or can suggest an approach that might work well for this project, I'd love to hear your thoughts! Thanks in advance for any help or advice you can offer.
https://redd.it/127lbpe
@proceduralgeneration
Hi everyone!
I'm new to procedural generation and I'm currently working on a project to generate marble runs made from DUPLO-like building blocks. The idea is that you have few types of blocks of limited amount and you want to create one valid continuous track for the marble to follow. Ideally it will use most of the available blocks and look something like this:
https://preview.redd.it/p5bw4zoaj2ra1.png?width=1000&format=png&auto=webp&v=enabled&s=5a3f3a037d4746edba9fedb48e24c144453c4c23
I've been researching different approaches to this problem, but I'm not sure which one would be the best fit. At first I've considered using wave function collapse algorithm, but I'm concerned it would try to generate few small disconnected tracks like 2x2 loop etc. and the whole fixing of the track would be more complicated than using some method that would generate one continuous build from start. I've also looked into using grammars for generation and wondered if shape grammar could be used.
If you have any experience with similar problems or can suggest an approach that might work well for this project, I'd love to hear your thoughts! Thanks in advance for any help or advice you can offer.
https://redd.it/127lbpe
@proceduralgeneration