procedural generation
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Generated from a seed at the center using 3-state CA & stylized with a gradient. Looks like a CPU under microscope
https://redd.it/12rbkjt
@proceduralgeneration
Added noise-based placement, terracing and increased the draw distance in the procedural generation city game engine side-project

Added noise-based placement, terracing and increased the draw distance in the procedural generation city game engine side-project: https://youtu.be/7KyO6fMvAWA

https://redd.it/12uzxin
@proceduralgeneration
Unreal Procedural Voxel Generation - How to add details to terrain

Hello guys,

I've been scratching my head wit this one for about 2-3 days now. I have an Unreal game where i was able to setup Voxel Procedural generation for terrain generation that uses Perlin noise for height map. i was getting to the point of adding details to the terrain such as trees and shrubs and such and can't figure out how to go about it.

Because of how I have my chunk generation setup, I'm unable to localize details to a specific chunk (which act as the terrain type/biome) and can at best spread out details over the whole world space.

Please share any advice if you have any, thank you!

https://redd.it/12vjr99
@proceduralgeneration
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"If You Stay With Me". New 80's sounding song generated by my TuneStar program. Please give improvement feedback if you don't like.

https://redd.it/12wveyw
@proceduralgeneration
Adding deterministic path to procedurally generated map

Hello,
I am currently working with a team on a University project, right now we are creating 3D terrain visualization for a train simulator, the railway is provided for us from a database (it is deterministic) and terrain around it should be pseudo-randomly generated.


I am really new to Unity and 3D modelling in general, I read some some articles and watched some videos and decided to create the terrain using Perlin noise. It works great, but I have no idea how I would connect the railway to this terrain.


I was thinking about blending the heightmaps, but I am really unsure if that a way to go, if anyone could provide any resources or personal experience I would be really thankful!

https://redd.it/12x59bp
@proceduralgeneration
Work in Progress on some semi-procedural dandelions. What do you think?
https://redd.it/12xz6gh
@proceduralgeneration
Algorithm suggestions for a 2D cave generation system with distinct hand-made terrain features

Hello, r/proceduralgeneration!

I recently started to develop a side-2D terraria-like underwater exploration game and need a robust procedural map generation to bump up the replayability. For now, I only speak about the "cave structure", no plants, resources, since that should be pretty easy to add with procedurally generated masks later.

I've tried several different methods to achieve what I want:

1. Noise-distorted voronoi diagram with simplex noise + fractional brownian noise.
2. Wave function collapse.
3. Cellular automata / cave generation (but that went pretty badly, I feel like I have no control on anything)

I actually got furthest with voronoi + simplex, and I got pretty convincing results so far. I still struggle with proper "biome blending", since right now it's pretty obvious where biomes start / end, but I imagine I could apply some smoothing to the voronoi diagram to make things a bit less jarring.

The biggest issue so far is how would I go about applying hand-made terrain features to such a noise-map? I thought about masks, but those wouldn't work for more complex features that interact with the cave walls or floors, like big spikes in the wall or something. I fear that the algorithm just isn't suitable for such a thing since everything is basically a multiplier on several noise values like freq/persistence/lacunarity, no easy way to actually control distinct areas manually.

My next bet was wave function collapse, I'm still very much a beginner in this kind of procedural generation, but it was kind of promising, since wfc is basically made for hand-made structures. Unfortunately I can't really achieve a nice, organic cave structure like I did with voronoi + simplex, and biomes are a much bigger beast to handle with wfc, but it's quite possible I just don't know enough about wfc.

I'd love some suggestions for algorithms that I could try since I'm pretty stuck right now. Thanks in advance!

https://redd.it/12ybj4x
@proceduralgeneration
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I have been rendering my planet for a 4K calming orbit ambiance video (full 4K video in comments)

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