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
Working on using Voronoi noise to break up the roundedness of gradient noise-based terrain
https://redd.it/14lgo13
@proceduralgeneration
https://redd.it/14lgo13
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Working on using Voronoi noise to break up the roundedness of gradient noise…
Explore this post and more from the proceduralgeneration community
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
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
Procedural acoustic percussion synth patch
Procedural sound design is my passion, and I'm always trying out new stuff. Nowadays I'm having a lot of fun with multichannel feedback networks and resonator coupling through mixing matrices. This video shows one of the results of my experimentations.
https://youtu.be/hoggEa3hNWI
https://redd.it/14lco8j
@proceduralgeneration
Procedural sound design is my passion, and I'm always trying out new stuff. Nowadays I'm having a lot of fun with multichannel feedback networks and resonator coupling through mixing matrices. This video shows one of the results of my experimentations.
https://youtu.be/hoggEa3hNWI
https://redd.it/14lco8j
@proceduralgeneration
YouTube
Procedural acoustic percussion synthesis
I shared a collection of designers on our Discord ( https://discord.gg/QXQyQhRfQV ) on mixing matrices and multichannel processing. I demo the workflow in this video by creating a realistic-sounding percussion track with coupled resonators utilizing a Householder…
Seamless atmospheric planet to space flight demo procedural planet space game.
https://www.youtube.com/watch?v=qh7aLlJcUe0
https://redd.it/14koza7
@proceduralgeneration
https://www.youtube.com/watch?v=qh7aLlJcUe0
https://redd.it/14koza7
@proceduralgeneration
YouTube
Seamless atmospheric planet to space flight demo procedural planet space game.
#starfield #starcitizen #infinity #staratlas #battlefield #space #spaceship #gaming #games #gameplay #game #gamer #gamers #gamingcommunity #gamingchannel #dev #development #developer #developers #indiegame #indie #indiedev #indiegames #indieartist #videogames…
Hello guys, check out Lineage 2 movie, first time ever 3D Max & Unreal Engine Edit, check out at the beginning and the end, there are timers on video
https://www.youtube.com/watch?v=nM29b1yCedQ&ab_channel=MrLee
https://redd.it/14mg06a
@proceduralgeneration
https://www.youtube.com/watch?v=nM29b1yCedQ&ab_channel=MrLee
https://redd.it/14mg06a
@proceduralgeneration
YouTube
Lineage 2 - the soilworker
#Lineage2
https://t.me/MrLeeL2
Patch support https://t.me/xDarkDelux
i'm thrilled to present to you this movie.
It's been like millions months in the making, and I'm stoked to say we've come up with something truly fresh, original, and I guess with a totally…
https://t.me/MrLeeL2
Patch support https://t.me/xDarkDelux
i'm thrilled to present to you this movie.
It's been like millions months in the making, and I'm stoked to say we've come up with something truly fresh, original, and I guess with a totally…
Need help with documentation
Im an amateur and hobbyist trying to make a prototype for a 3D survival game. The game is supposed to be run on a large procedurally generated planet so players can go all the way around the world instead of being blocked by invisible barriers (outside of getting to the stratosphere that is).
The prototype is being done in Unity due to machine constraints and ease of use, so far i have been able to generate a Cube Sphere mesh on the editor. The problem im having now is that i feel stuck on how to apply noise into the mesh and the video tutorials i have watched only go as far as calling the default Perlin Noise method on a flat plane or invoke a separate library for it instead of using the default method in the engine.
I have tried to look on google for other tutorials/guides but they are on different engines or use a different coding language so im completely lost.
​
​
​
​
https://redd.it/14kmetx
@proceduralgeneration
Im an amateur and hobbyist trying to make a prototype for a 3D survival game. The game is supposed to be run on a large procedurally generated planet so players can go all the way around the world instead of being blocked by invisible barriers (outside of getting to the stratosphere that is).
The prototype is being done in Unity due to machine constraints and ease of use, so far i have been able to generate a Cube Sphere mesh on the editor. The problem im having now is that i feel stuck on how to apply noise into the mesh and the video tutorials i have watched only go as far as calling the default Perlin Noise method on a flat plane or invoke a separate library for it instead of using the default method in the engine.
I have tried to look on google for other tutorials/guides but they are on different engines or use a different coding language so im completely lost.
​
​
​
​
https://redd.it/14kmetx
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
Procedural terrain (Mesh) generation with Unity Engine
I am currently using unity to create an infinite terrain system, i have been trying to increase performance so i moved to parallel for Jobs for the mesh generation however since this the mesh is shrinking when the lod changes
​
Any help is appreciated
the code is provided below
The original base size with no lod changes
Shrinks on top and right side
Code:
https://gist.github.com/owenhotshots/6cf2933aed0a2223de6721f59beddba4
https://redd.it/14n710i
@proceduralgeneration
I am currently using unity to create an infinite terrain system, i have been trying to increase performance so i moved to parallel for Jobs for the mesh generation however since this the mesh is shrinking when the lod changes
​
Any help is appreciated
the code is provided below
The original base size with no lod changes
Shrinks on top and right side
Code:
https://gist.github.com/owenhotshots/6cf2933aed0a2223de6721f59beddba4
https://redd.it/14n710i
@proceduralgeneration
procedural terrain + noise based rocks distribution
https://youtu.be/vQz9fgNC3rA
https://redd.it/14ncc2j
@proceduralgeneration
https://youtu.be/vQz9fgNC3rA
https://redd.it/14ncc2j
@proceduralgeneration
YouTube
OpenGL | C++ | Instancing of rocks over a procedurally generated terrain
Adding a random distribution of rocks over my procedurally generated terrain.
Using OpenGL instancing to display a large number of rocks.
I still have to add a proper LOD magagement system to improve performance.
Camera interpolation still needs some improvements.…
Using OpenGL instancing to display a large number of rocks.
I still have to add a proper LOD magagement system to improve performance.
Camera interpolation still needs some improvements.…