procedural generation
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Rendering procedural chunks infinitely?

So I’m working on a game with C++ and SDL2, which uses a multi-layered procedural biome and terrain generator. So far I can direct draw in either pixels (minimap) or 32x32 tiles. I’m moving to a dynamic chunk system so I can achieve true, scrolling infinite terrain system, though I’m having difficulty realizing how to actually render and scroll each chunk on the screen with the camera.

Each chunk is 64x64 tiles so each chunk would have a 2048x2048 texture

https://redd.it/14rov6e
@proceduralgeneration
interior_design, made from cellular-automata
https://redd.it/14rygzw
@proceduralgeneration
Generating Master of Orion 2 like starmap

Hey everyone,

I'm trying to figure out how to proceduraly generate stars for mmo2 like startmap

It seems mostly be a white cross with some glow effect which is stronger near the origin? However, I'm new at this and not even sure what terms should I google.

Would appreciate help figuring this out or at least tips on what to search for. Thanks!

https://redd.it/14s0fpj
@proceduralgeneration
My cellular automata implementation, I see spooky faces everywhere
https://redd.it/14tects
@proceduralgeneration
Short update to the procedural city this week due to other commitments (video demo is in comments)
https://redd.it/14u3olw
@proceduralgeneration
Frequency // Me // 2023 // animated version in comments
https://redd.it/14vzj9g
@proceduralgeneration
Just started learning the Blender API for 3D procedural generation. This is pretty fun.
https://redd.it/14wfrbe
@proceduralgeneration
Water on soil erosion simulation example

Here is a video of a water on soil erosion simulation I made. Every \~2 seconds the parameters of the simulation are randomized. Center square visualizes the terrain and water. Side squares from left to right visualize the uplift pattern, terrain without the water, and rain pattern.

The TLDR forces in the simulation are: soil has an angle of repose, water and soil flow, water moves soil as it flows, the chance of rain is higher at higher elevations, soil constantly and homogenously erodes, soil constantly uplifts in a smoothed noise pattern. And that's it.

Simulation is written in Python, then animated in Blender.

https://redd.it/14wh7dp
@proceduralgeneration