procedural generation
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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
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[before | after] We are working on our new procedural world generation (WIP). What do you think?

https://redd.it/12dke9c
@proceduralgeneration
collections of SVG fill patterns / filter effects to represent hex and counter map terrain types?

fooling around with generating some hex and counter wargame maps in SVG, and looking around for existing resources I can use to represent standard terrain types like grass, forest, hills, swamp and so on. I'd rather avoid tiled images if possible, since it seems like you can do a lot with svg filter effects, not to mention hand-drawn effects like dragons abound.

maybe i'm searching for the wrong terms but I'd naively expected i'd be able to find collections of pre-defined filters or svg snipptets that produce a variety of natural terrain effects.

any pointers welcome.

https://redd.it/12dmt04
@proceduralgeneration
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Implemented Procedural Terrain Base Shape Algorithms (Realtime Generation in 16K) (TerraForge3D Gen 3) (Source in comments)

https://redd.it/12dvi0t
@proceduralgeneration