procedural generation
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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
Procedural landscape unreal

Hi! I'm trying to create a game inspired by "Valheim" as a way to learn procedural generation!
what I did is I used multiple noises with RMC to generate the mesh but the problem I'm facing is that when I increase the X and Y (number of vertices per axis) to 200 it starts to slow down and I have to wait 20 seconds for every little change I do like changing octaves or anything else which means I can't even build an entire landscape! right now I have X and Y at 100 and the scale at 100 so a grid of 100x100 with 100cm between every vertice any ideas/tips to improve the performance and get a full landscape? (PS: RMC is a replacement for proceduralmeshcomponent) thanks in advance!

https://redd.it/14y4a45
@proceduralgeneration
Can anyone help me find this old procedural text experiment? A story about a pet hermit crab.

Based on my interests and the rudimentary nature, I think this is something I came across in the '00s, but it could be older than that.

This is one thing, but it is clearer to describe it as two things: a short story, and a piece of software that the story was integrated into. I do not remember if the story was written specifically for the generator, or if the generator was designed to remix the story.

# The Story

The story was a non-linear short story told through a series of lines. each of which was a vignette. Each line could stand on its own. The story was about two roommates, and it gradually becomes apparent as you read it that one of the roommates is a hermit crab.

A typical line would be something like "X was happy to see that Y seemed more comfortable in his new home."

X and Y are placeholders, I do not remember what the actual names were. I do think that the name of the story was simply "X and Y", whatever the two names were.

# The presentation

The story was integrated into a piece of software took a series of sentences or lines and returned a subset of them. Every time you ran it, it would give you a collection of sentences extracted from the whole, which gave you a kind of peephole view of the corpus.

I do remember that I was able to look at the source code and see the whole text all at once. Given my interests at the time, it may have been written in a very obscure programming language, but the most likely are Inform 6, BASIC, or Javascript.

The randomized presentation of the story makes it much less obvious that one roommate is a hermit crab. This gave a pretty cool experience of seeing the reality of the situation unfold gradually as you re-run the program, and you see sentences change meaning slightly as you gain more context.

I have searched for various strings like "experimental short story about a hermit crab", with no success.

https://redd.it/14ywm4c
@proceduralgeneration
Help with Perturbing Noise

I'm trying to create a procedurally generated terrain and I found this article that has the results that I want! However, I wasn't able to understand how he perturbed the base noise so I did some research and I found this but it didn't give the same terrain and this is the closest I could get to it.

I don't know if the problem is because of the implementation of the Turbulence function itself!

any help is appreciated!

My Terrain

https://redd.it/14zkc1h
@proceduralgeneration