procedural generation
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Recommendations on generating tilemaps for strategy game

Hi everyone, I am looking at doing a couple of hobby projects and one that I thought would be fun to do is a turn based strategy game. I've been looking around at how to do random generation but I thought I'd ask here.

What would be some good places to look/advice for generating tilemaps of a set number of terrain types (e.g. 5) that would look more natural/aesthetically pleasing.

Cheers in advance.

https://redd.it/129n7c5
@proceduralgeneration
Indirectly drawn terrain using a custom game engine built on WGPU and Rust. No GPU readback on the CPU, with GPU vertex merging. Uses the SurfaceNets algorithm for meshing with no LOD (at the moment).

https://redd.it/129r3rn
@proceduralgeneration
How to create sharp dropoffs and flattened areas in terrain generation?

Came across an old post with some noise examples where someone turned simple noise with some octaves

https://preview.redd.it/jwy2ao66zira1.png?width=1280&format=png&auto=webp&v=enabled&s=78ee7f26148ff9e202b2c9f7a5fadec9912c0abe

into the following with dropoffs and flatter areas that run between the elevated portions:

https://preview.redd.it/jwjh84g7zira1.png?width=1280&format=png&auto=webp&v=enabled&s=e354c78def9f913378bb3e0b169f6dab17156d43

does anyone have ideas of how to go about creating a similar effect for a 2d heightmap?

here's the original post if anyone was interested

thanks

https://redd.it/129vwfa
@proceduralgeneration
University of Phoenix Alumni: Seeking help, tips, insight, and experience with Borrower Defense Loan Discharge Application

Hey There, Reddit Community

I am an alumnus of the University of Phoenix, and I am seeking help with the Borrower loan Discharge process and specific proof that the university misled me regarding my degree. It's a challenging process navigating it on my own and I would appreciate any feedback, experience, or insight to make it easier

Thanks in Advance.

https://redd.it/12afsri
@proceduralgeneration
Memory Management for infinite procedural generation algorithm (please help me I beg)

I am currently working on creating an infinite procedural world generator based on Sebastian Lagues tutorials. I am trying to incorporate memory management so that the number of meshes will not ever cross a certain number, cause currently it infinitely creates meshes as long as the player keeps on exploring. So I aim to have it so if there are more than , lets say 70 meshes, then the meshes furthest from the player are found and deleted.

I am struggling however and was wondering if anyone else was able to do so successfully or have any good alternative examples of similar/better algorithms. I appreciate any help, thanks.

https://redd.it/12bm5oz
@proceduralgeneration