procedural generation
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Edges on chunked Procedural landscape not lining up correctly

I'm generating some mesh using perlin noise and a chunking system and have a bug that i cant get past. It seems like it would be fairly obvious but i cant parse it; Wanted to see if any here has ran into something like this before, it's almost like the sampled points are off by one unit, but it's hard to explain so I've attached some screenshots. In the last one im rounding the height to 50 units, i thought that made it a little easier to see the issue. The 2nd screenshot you can see the issue in the seams of the chunks.. Also I included a code snippet that runs in each chunk where I believe the issue is caused. X and Y are values looped through for the chunk size, and Xoffset and Yoffset is the chunk coordinate. Hope this makes sense

https://preview.redd.it/8q7nqn2otv1b1.png?width=1099&format=png&auto=webp&v=enabled&s=d67d0e2947220e43643d6a3dde1e48be65d78c85

https://preview.redd.it/xoyec3emtv1b1.png?width=981&format=png&auto=webp&v=enabled&s=53d615deca81abf07ceb5eb4a9f8009e0c62d05b

https://preview.redd.it/jjqi6tdltv1b1.png?width=1239&format=png&auto=webp&v=enabled&s=6eadb564f9ca21f37d75d4f48c22b4f26b80ccf4

https://redd.it/13qx38a
@proceduralgeneration
Q Quick question about smoothing perlin noise by erosion.

I want to apply smoothing to perlin noise in python which has a similar effect to hydraulic weathering. Im not creating terrain per-se, but correlated “heights” similar to those from natural terrain with valleys, plains, and mountain ranges are desirable traits.

Instead of a normal distribution of values centered on 0; I want a Pareto distribution with minimum of 0, most values slightly above 0, and some very high outliers.

I was able to generate random values from a Pareto distribution, but they were uncorrelated so the noise map looks like a spiky mess. I would like something like erosion and deposition on a perlin noise map. I understand the theory, but I have no idea how to implement it.

https://redd.it/13qzykm
@proceduralgeneration
Procedural Monsters

Which algorithmic methods would you recommend to use for a large variety monster generator like pokemons.

https://redd.it/13rmm4o
@proceduralgeneration
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My lines are way better with Graham's Scan algorithm ! (Thanks for convex hull advice)
https://redd.it/13rre9t
@proceduralgeneration
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Rise From the Ashes: A Fantasy World Simulator - Our New Fantasy City-Builder Game Has Been Announced on Steam! (link in comment) What do you think?

https://redd.it/13s8ac6
@proceduralgeneration
Which procgen techniques could be useful if you were to create spaces and architecture similar to the ones you can see in the manga "Blame!"?

As the title says, any general techniques that come to your mind is appreciated. basically how would you layer certain procgen techniques to create similar spaces to blame.

https://redd.it/13sdwkp
@proceduralgeneration
How do I make liquid spawn inside of a cave?

I'm making a mining game and I use perlin noise to make the caves. I first generate a noise value at a position and check if its above a threshold. if it's above it, I then destroy that block and make 6 blocks; 1 for each direction and start the process all over again until the noise is too low.

I want to have a chance that a pool of water will spawn in this cave, but I don't know how. I'm doing this inside of ROBLOX, but I don't think that'll change anything. Any ideas on what to do?

https://redd.it/13siimn
@proceduralgeneration
Creating AI Images Beyond Discord with Open-Source Python API for Midjourney

Hi r/proceduralgeneration, I've built an open-source Python API for Midjourney, a tool for generating AI images. Instead of being confined to a Discord server, you can now generate these fascinating images directly from a Python script. Check it out here: https://github.com/yachty66/unofficial\_midjourney\_python\_api

https://redd.it/13tnfht
@proceduralgeneration