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
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
Reddit
r/proceduralgeneration on Reddit: Memory Management for infinite procedural generation algorithm (please help me I beg)
Posted by u/squiree98 - No votes and 4 comments
Making some Wave Function Collapse for Grasshopper, WIP. 3d overlapping model. Need a way to work out conflicts better.
https://redd.it/12d4qid
@proceduralgeneration
https://redd.it/12d4qid
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Making some Wave Function Collapse for Grasshopper, WIP. 3d overlapping model. Need a way to…
Posted by u/AluminumKnuckles - No votes and no comments
Quick, dirty and ugly JavaScript tutorial for random dungeons
https://redd.it/12ddoye
@proceduralgeneration
https://redd.it/12ddoye
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Quick, dirty and ugly JavaScript tutorial for random dungeons
Posted by u/fmunoz_geo - No votes and 1 comment
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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
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
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
Reddit
r/proceduralgeneration on Reddit: collections of SVG fill patterns / filter effects to represent hex and counter map terrain types?
Posted by u/psurry - No votes and no comments
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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
https://redd.it/12dvi0t
@proceduralgeneration
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Wanted to show a trippy visual effect I created by accident (Imgur link: https://imgur.com/a/uy52rCt).
https://redd.it/12ejsh2
@proceduralgeneration
https://redd.it/12ejsh2
@proceduralgeneration
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Simulating Norwegian mountains with a single sine curve!
https://redd.it/12etrbi
@proceduralgeneration
https://redd.it/12etrbi
@proceduralgeneration