procedural generation
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Windy Day On A Procedural Planet (C++ procgen side-project)

Procedurally generated city engine side-project (C++). No models, everything is generated procedurally during runtime at 165 FPS (currently) on a HP Omen 15 Laptop with Ryzen 7 5800H / NVIDIA RTX 3060.

Progress video is here: https://youtu.be/ikU6VAVK2Ks

https://redd.it/15pbjax
@proceduralgeneration
Totally new to this and looking for some advice

I'm building city assets (buildings, roads) and I want them to be used to generate a city.

I've been looking at other city generation things but it's not quite what I'm looking for because it's going to end up more maze like than a real city

https://redd.it/15pgxyd
@proceduralgeneration
Valheim style Biome Generation with Rivers and Streams
https://redd.it/15pl2h6
@proceduralgeneration
What would be the best Free Software ("open source") game engine for procedural generation, not just of terrain, but also of models as a whole?

I love the works of Farbrausch and my ultimate goal in game development is to have a custom engine that procedurally generates all of its meshes at runtime, if only in a loading screen, using the power of modern GPUs. But for obvious reasons, the scope of that engine is beyond what I can use in a timely manner for a game. What existing FOSS program can best help me to both create, and learn about, procedural generation of 3D models? So far, Godot is not particularly helpful in this regard, and has limitations on this particular issue even in 4.

https://redd.it/15qaz75
@proceduralgeneration