Wish fulfilling ball in binary forest (In the novel "Piknik na Obochine" (Roadside Picnic) by the Strugatsky brothers, the mysterious and enigmatic "Zone" contains various artifacts left behind by advanced alien visitors. One of these artifacts is a sphere called the "Wish Fulfilling Ball" or "Gold)
https://redd.it/1522lua
@proceduralgeneration
https://redd.it/1522lua
@proceduralgeneration
A simple tutorial on using L-Systems to generate plants and other complex fractals in Java (Processing)
https://youtube.com/watch?v=1AB3N3nrVwQ&feature=share
https://redd.it/152kneo
@proceduralgeneration
https://youtube.com/watch?v=1AB3N3nrVwQ&feature=share
https://redd.it/152kneo
@proceduralgeneration
YouTube
Drawing plants with L-Systems
This video show how simple it can be to to generate 2D and 3D plants (and other fractal shapes) using L-Systems in Java (Processing). Part of the @programmingchaos8957 channel.
How do you think this was made?
I've found this artwork very inspiring and I am struggling to understand how it was made
It kinda looks like some kind of datamosh but the subtle blends and whispers makes me think there some other techniques involved.
https://vimeo.com/360870079
Any idea?
https://redd.it/152kjdc
@proceduralgeneration
I've found this artwork very inspiring and I am struggling to understand how it was made
It kinda looks like some kind of datamosh but the subtle blends and whispers makes me think there some other techniques involved.
https://vimeo.com/360870079
Any idea?
https://redd.it/152kjdc
@proceduralgeneration
Vimeo
Legacy Union - Second Story & NanoLumens
This is "Legacy Union - Second Story & NanoLumens" by Nanolumens on Vimeo, the home for high quality videos and the people who love them.
How to ensure validity of generated content
Hi all,
I guess this question is mainly addressed to researchers in the field of PCG, particularly the ones working on game design.
I am currently working on a PCG problem using reinforcement learning, and where I have to create new levels of a given game - let's say that the game some form of Mario bros.
My agent can position building blocks in the environment, following some trivial constraints. But of course, these trivial constraints cannot be perfect nor complete. Combining building blocks, which is what makes the levels more interesting, comes at the cost of making it harder to ensure validity of the levels.
By validity I mean, in the context of Mario, whether the level can actually be completed by a player.
My question is the following: what are typical methods in the research field to tackle this problem of ensuring generation validity? I understand very well that every game will have a specific way of tackling this (e.g. solving this problem for PCG on Maze is a different problem than solving it for Mario), but I was curious to know if there are common strategies, or some paper that review this specific issue in PCG research.
Hope that was clear, and thanks in advance!
https://redd.it/1538l1r
@proceduralgeneration
Hi all,
I guess this question is mainly addressed to researchers in the field of PCG, particularly the ones working on game design.
I am currently working on a PCG problem using reinforcement learning, and where I have to create new levels of a given game - let's say that the game some form of Mario bros.
My agent can position building blocks in the environment, following some trivial constraints. But of course, these trivial constraints cannot be perfect nor complete. Combining building blocks, which is what makes the levels more interesting, comes at the cost of making it harder to ensure validity of the levels.
By validity I mean, in the context of Mario, whether the level can actually be completed by a player.
My question is the following: what are typical methods in the research field to tackle this problem of ensuring generation validity? I understand very well that every game will have a specific way of tackling this (e.g. solving this problem for PCG on Maze is a different problem than solving it for Mario), but I was curious to know if there are common strategies, or some paper that review this specific issue in PCG research.
Hope that was clear, and thanks in advance!
https://redd.it/1538l1r
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Multivariate colormaps based on satellite imagery and digital elevation model
https://redd.it/153aq84
@proceduralgeneration
https://redd.it/153aq84
@proceduralgeneration
Track created procedural with a python script
https://www.youtube.com/watch?v=fisI_hXe7bA
https://redd.it/153c9dh
@proceduralgeneration
https://www.youtube.com/watch?v=fisI_hXe7bA
https://redd.it/153c9dh
@proceduralgeneration
YouTube
Hello darling (procedural generated track, no copyright, free to use)
Amidst the shroud of night's embrace, a lifeless form lies still, a forgotten chapter in the book of existence. Moonlight casts its ethereal glow upon the pale visage, revealing the untold secrets etched upon the face like cryptic symbols of mortality's enigma.…
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Procedural sand clock generator | VDB sand example | Houdini
https://redd.it/154i43z
@proceduralgeneration
https://redd.it/154i43z
@proceduralgeneration
Various Unity noise libraries performance comparison
I've been doing a lot of benchmarking lately to try to optimize some of my heavier code, so I figured I'd post the results here in case others are curious.
​
# 2d Gradient Noise - 256x256
|Library|Computation Time|Uniformity|
|:-|:-|:-|
|FastNoiseLite Perlin|\~29 ms|Low|
|FastNoiseLite Simplex|\~28 ms|High|
|FastNoiseLite SimplexS2|\~29 ms|Moderate|
|Perlin Library|\~15 ms|Low|
|Mathf.PerlinNoise|\~16 ms|Moderate|
|Unity.mathematics Perlin|\~160 ms|Moderate|
|Unity.mathematics Simplex|\~140 ms|High|
It's important to note that Unity.mathematics was intended to be used with the burst compiler, so these results don't necessarily match it's optimal use.
​
# 3d Gradient Noise - 100x250x100
Run in a burst compiled, multithreaded job
|Library|Computation Time|
|:-|:-|
|Perlin Library|\~28.5 ms|
|Unity.mathematics Perlin|\~62.2 ms|
|Unity.mathematics Simplex|\~68 ms|
Interestingly, the Perlin library (which is almost a decade old at this point) seems to be 2x as fast as the newer, more highly optimized Unity.mathematics library. If anyone has an explanation I'm very curious as to why that is.
https://redd.it/1554zd2
@proceduralgeneration
I've been doing a lot of benchmarking lately to try to optimize some of my heavier code, so I figured I'd post the results here in case others are curious.
​
# 2d Gradient Noise - 256x256
|Library|Computation Time|Uniformity|
|:-|:-|:-|
|FastNoiseLite Perlin|\~29 ms|Low|
|FastNoiseLite Simplex|\~28 ms|High|
|FastNoiseLite SimplexS2|\~29 ms|Moderate|
|Perlin Library|\~15 ms|Low|
|Mathf.PerlinNoise|\~16 ms|Moderate|
|Unity.mathematics Perlin|\~160 ms|Moderate|
|Unity.mathematics Simplex|\~140 ms|High|
It's important to note that Unity.mathematics was intended to be used with the burst compiler, so these results don't necessarily match it's optimal use.
​
# 3d Gradient Noise - 100x250x100
Run in a burst compiled, multithreaded job
|Library|Computation Time|
|:-|:-|
|Perlin Library|\~28.5 ms|
|Unity.mathematics Perlin|\~62.2 ms|
|Unity.mathematics Simplex|\~68 ms|
Interestingly, the Perlin library (which is almost a decade old at this point) seems to be 2x as fast as the newer, more highly optimized Unity.mathematics library. If anyone has an explanation I'm very curious as to why that is.
https://redd.it/1554zd2
@proceduralgeneration
GitHub
GitHub - Auburn/FastNoiseLite: Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go - Auburn/FastNoiseLite
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[Parameters demo] Procedural Stylized Wall Lamp | Houdini
https://redd.it/155dsg3
@proceduralgeneration
https://redd.it/155dsg3
@proceduralgeneration
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Using an SDF to generate terrain + generating visuals in a fragment shader
https://redd.it/155gxlu
@proceduralgeneration
https://redd.it/155gxlu
@proceduralgeneration
Does anyone know a procedurally generated, infinite 3D world exploration "game" that runs on a potato running Linux?
https://redd.it/155ragg
@proceduralgeneration
https://redd.it/155ragg
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Finally I finished the first version of generating tree with grass, landscape and clouds with temperature forecasting on the e-paper.
https://redd.it/155yak9
@proceduralgeneration
https://redd.it/155yak9
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Finally I finished the first version of generating tree with grass, landscape…
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