procedural generation
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I'm a Highschooler and just released a Slime Mold Procedural Art Game!
https://redd.it/14inghb
@proceduralgeneration
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
Index // Me // 2023 // animated version in comments
https://redd.it/14jk3mn
@proceduralgeneration
River gen, now with heightmaps and coastline smoothing!
https://redd.it/14jlnvt
@proceduralgeneration
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
Terrain Map generation with SVG in 499 bytes, code in comment
https://redd.it/14keehh
@proceduralgeneration
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
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
Implementing Biomes In An Open World

Hi,

I wanted to ask you all a question about biome generation.

In an open world with plants, animals, weather, terrain types, etc... I have two ways I could implement different biome areas.

1. Go with Minecraft's approach and have a list of biomes in a Temperature/Humitity table.
Each biome type dictates what can grow/spawn there, what the weather can be, what the terrain looks like, etc. It's easier for artists/designers to control.
2. Not implement biomes at all and instead just describe what conditions (Temperature range, humidity, altitude, etc) are required for a plant/animal/weather/terrain to exist at a given place. That way, biomes aren't discrete, but kind of organically implied. It's harder for artists/designers to control.

What would you recommend?

If you have an alternate approach, I'd love to hear it.

Thanks!

View Poll

https://redd.it/14lr2gf
@proceduralgeneration