Someone took a screenshot of a biomes preview I made and uh... is selling a whole product line of it on Amazon...?
https://redd.it/14gnryk
@proceduralgeneration
https://redd.it/14gnryk
@proceduralgeneration
A minimalist GUI to generate dune fields using cellular automaton
Hi, I made a minimalist GUI to generate dune fields using cellular automaton. Repository is here: https://github.com/otto-link/DuneScape, and the cellular model is very well explained here: https://smallpond.ca/jim/sand/dunefieldMorphology/index.html.
https://i.redd.it/xrfbgotssr7b1.gif
https://redd.it/14gymxy
@proceduralgeneration
Hi, I made a minimalist GUI to generate dune fields using cellular automaton. Repository is here: https://github.com/otto-link/DuneScape, and the cellular model is very well explained here: https://smallpond.ca/jim/sand/dunefieldMorphology/index.html.
https://i.redd.it/xrfbgotssr7b1.gif
https://redd.it/14gymxy
@proceduralgeneration
GitHub
GitHub - otto-link/DuneScape: A minimalist GUI to generate dune fields using cellular automaton.
A minimalist GUI to generate dune fields using cellular automaton. - GitHub - otto-link/DuneScape: A minimalist GUI to generate dune fields using cellular automaton.
Generating in-game statues for different kinds of generated Lovecraftian gods
https://redd.it/14hvm8g
@proceduralgeneration
https://redd.it/14hvm8g
@proceduralgeneration
First attempt at recursive river generation on a Spiral Honeycomb Mosaic
https://redd.it/14i5yok
@proceduralgeneration
https://redd.it/14i5yok
@proceduralgeneration
Media is too big
VIEW IN TELEGRAM
I'm a Highschooler and just released a Slime Mold Procedural Art Game!
https://redd.it/14inghb
@proceduralgeneration
https://redd.it/14inghb
@proceduralgeneration
Over the last 3 days I made a little world generator! You cant do anything with it (yet) but thats next :D
https://redd.it/14ipjz1
@proceduralgeneration
https://redd.it/14ipjz1
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Over the last 3 days I made a little world generator! You cant do anything with it (yet) but…
Posted by u/Snailtan - 20 votes and 4 comments
Suggestion for software please
Hey guys I’m greatly inspired by the project i see in this sub and I’d love to start playing around with some 2d ish pixel map stuff. I’d love to get some suggestions for nice programs to start with as I’ve never done graphical programming before and if there is already something that makes working with 2d grids easy and where i don’t have to implement zooming and panning and who knows what else it would be great. Thanks for your help in advance 😁
https://redd.it/14jcs89
@proceduralgeneration
Hey guys I’m greatly inspired by the project i see in this sub and I’d love to start playing around with some 2d ish pixel map stuff. I’d love to get some suggestions for nice programs to start with as I’ve never done graphical programming before and if there is already something that makes working with 2d grids easy and where i don’t have to implement zooming and panning and who knows what else it would be great. Thanks for your help in advance 😁
https://redd.it/14jcs89
@proceduralgeneration
Reddit
r/proceduralgeneration on Reddit: Suggestion for software please
Posted by u/no_comment_336 - No votes and no comments
Procedural Dungeon Generation
Peeps,
How are you all?
I'm here for your opinion on my new project which is a Dungeon Generation using Procedural generation. From the below which one do you think is the best?
1. Cellular Automata
2. Generative Grammar
3. Genetic Algorithms
4. Constraint-Based Method
I'm new to this, so please help me if have some time to spare. Also, let me know of any other techniques which I have not listed that might help me.
Thanks in advance
https://redd.it/14jn753
@proceduralgeneration
Peeps,
How are you all?
I'm here for your opinion on my new project which is a Dungeon Generation using Procedural generation. From the below which one do you think is the best?
1. Cellular Automata
2. Generative Grammar
3. Genetic Algorithms
4. Constraint-Based Method
I'm new to this, so please help me if have some time to spare. Also, let me know of any other techniques which I have not listed that might help me.
Thanks in advance
https://redd.it/14jn753
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
Terrain Map generation with SVG in 499 bytes, code in comment
https://redd.it/14keehh
@proceduralgeneration
https://redd.it/14keehh
@proceduralgeneration
Unity Marching Cubes / Transvoxel infinite terrain (Open Source)
https://www.youtube.com/watch?v=sSxwXc8xHwg
https://redd.it/14krksz
@proceduralgeneration
https://www.youtube.com/watch?v=sSxwXc8xHwg
https://redd.it/14krksz
@proceduralgeneration
YouTube
Unity Marching Cubes / Transvoxel infinite terrain (Open Source)
The project source along with more information can be found here:
https://github.com/Fobri/Terraxel-Unity
https://github.com/Fobri/Terraxel-Unity
Neon City Take 2 - Procedural city engine / editor side project
Take 2 of trying to inspire myself out of a creative rut with a little neon and some Hans Zimmer: https://youtu.be/ZMTDQU\_YOqI
https://redd.it/14kpm1i
@proceduralgeneration
Take 2 of trying to inspire myself out of a creative rut with a little neon and some Hans Zimmer: https://youtu.be/ZMTDQU\_YOqI
https://redd.it/14kpm1i
@proceduralgeneration
YouTube
Neon City - Procedural City Engine / Editor (C++ side-project)
Trying to snap myself out of a creative rut with a little Hans Zimmer.
Advice on Voronoi shader
Hey, I'm making a map for my Unity game using a voronoi shader. Some sections of the voronoi represent lakes. I would like to add some branching rivers coming from those lakes. After some research, I have identified the vertices that would represent my rivers as "Junctions".
Currently I give a list of node points to the shader and it draws the voronoi around those. It has a few parameters such as colour, weight, with the option of added noise. I'm thinking that with a second pass of the shader, I can use the same voronoi formula as in the first pass, and in some way identify the junctions that I would like to draw my simple rivers on. I have attached a diagram of what I'm trying to achieve. Does anyone have any advice or a link to a decent source of information? Everything I find is a maths research paper and I just don't have the skills to interpret it.
If what I'm trying to do is needlessly complex, please let me know! I could always draw randomly branching rivers coming from the lakes but it won't look as "natural".
​
https://preview.redd.it/x0bzt7fd6s8b1.png?width=2318&format=png&auto=webp&v=enabled&s=61c98dd101e02fec1e12366a14c716b0350900c3
https://redd.it/14ld6ai
@proceduralgeneration
Hey, I'm making a map for my Unity game using a voronoi shader. Some sections of the voronoi represent lakes. I would like to add some branching rivers coming from those lakes. After some research, I have identified the vertices that would represent my rivers as "Junctions".
Currently I give a list of node points to the shader and it draws the voronoi around those. It has a few parameters such as colour, weight, with the option of added noise. I'm thinking that with a second pass of the shader, I can use the same voronoi formula as in the first pass, and in some way identify the junctions that I would like to draw my simple rivers on. I have attached a diagram of what I'm trying to achieve. Does anyone have any advice or a link to a decent source of information? Everything I find is a maths research paper and I just don't have the skills to interpret it.
If what I'm trying to do is needlessly complex, please let me know! I could always draw randomly branching rivers coming from the lakes but it won't look as "natural".
​
https://preview.redd.it/x0bzt7fd6s8b1.png?width=2318&format=png&auto=webp&v=enabled&s=61c98dd101e02fec1e12366a14c716b0350900c3
https://redd.it/14ld6ai
@proceduralgeneration