procedural generation
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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