procedural generation
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Temple on a Hill (DLA trees + sine_wave mtns)
https://redd.it/134egy6
@proceduralgeneration
Building Procedural Dungeons with GPT-4 AI Descriptions...

I'm using basic BSP then A* to go door to door (stoner walk, friend of drunken walk), with some variations for hallways. (I asked ChatGPT to crap out some hallway generation code, and I got some looking like colons? lol...)

I've got three room types currently, and each can be further modified by cellular automata on the inside a certain percentage of the time.

I'm feeding that information (and what's in the room) to ChatGPT-turbo API and getting back descriptions for rooms with a bit of coherency.

My latest dev log...

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https://reddit.com/link/134zlkj/video/g4r28ewyy9xa1/player

Possible level 1 generation...

https://preview.redd.it/lipthk61z9xa1.png?width=1621&format=png&auto=webp&v=enabled&s=5c575cfa7117fa60011aed49df19ff7acaf8ff29

Mid-level...

https://preview.redd.it/87r81203z9xa1.png?width=1621&format=png&auto=webp&v=enabled&s=070872320d52eb675315a6c65032fbf86d96db16

Oh, man, you've gone too deep!

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https://preview.redd.it/mqp2j955z9xa1.png?width=1621&format=png&auto=webp&v=enabled&s=b3b905569ac27f818b1038702a956c7b07137fb7

Finally have line of sight and field of view working together...

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https://reddit.com/link/134zlkj/video/scron6t7z9xa1/player

I'm not a full-time coder, and I'm definitely standing on the shoulders of giants who came before me, but I'm scratching the code together to build a truly endless dungeon.

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I've got a unique game mechanic to hide my lack of artistic skills by using letter monsters haha... Seriously, though, the mobs will be AI generated too, I think. Not the stats part, but the names and descriptions likely...

https://preview.redd.it/tusmmxqgz9xa1.png?width=973&format=png&auto=webp&v=enabled&s=340e35267e68a1a6cd7658099e8cb65004d6aadc

Still a lot of work to do, but I'm porting over a lot of my work on a D&D tabletop dungeon generator, so it's going smoothy.

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Feedback appreciated.

https://redd.it/134zlkj
@proceduralgeneration
Procedural generation without repetitions

Hi there!

I'm refining some old projects, and there is a few ehnancements I would like to do.

Lets say I have a random generator that generates random runes (Like https://fontmeme.com/fuentes/fuente-angerthas-moria/) from a given seed:

> int a = randForSeed.nextInt(1-3);

> if (a == 1) {

> start drawing from the top left corner

> } else if (a == 2)

> start drawing from the top center

> } else if (a == 3)

> start drawing from the top right-corner

> }

> then draw a diagonal, or straight down, using another randForSeed.nextInt(1-x)

Other example: generate random books: I have a list of titles

>The $color $type of...

>The $color $type with...

then a list of colors, and a list of types. Selecting a random one from each, would result in

> The black tome of...

> The red manual of...

> The red guide of...

> etc.

Question is... how can I be sure no repetitions are produced? No same runes are generated, and I have no duplicate book tittles?

I could brute force it: check if the generated element is already generated, and reroll the randoms, generating another. There should be not much collisions, but looks like the dirty way.

In another generator I used a list of consecutive values, and then shuffled it to get a random (non repeating sequence). But I dont really know how to integrate this in a more complex algorithm. For example in the books example, I could generate a list of 0 to n-1 colors (0..10) shufle it, and then pick the color for the next book from this list, using the next value in the shuffled list. But somehow looks like a cheap solution.

Hope my english is clear enough... Any ideas?

https://redd.it/1360jb6
@proceduralgeneration