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been working on this project of mine its a infinite procedurally generated universe with no use of 3D libraries all the planet bodies you see in the 3d view are code based. Not sure where to take it other then just keep it as a fun tool. Need to fix a few things
https://redd.it/1lbh7qj
@proceduralgeneration
https://redd.it/1lbh7qj
@proceduralgeneration
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Think i got this to state i feel comfortable putting out it's release build. let me know what you guys think
https://redd.it/1lc7l6b
@proceduralgeneration
https://redd.it/1lc7l6b
@proceduralgeneration
I created a procedural spaceship generator where you select the ship components and then click to generate a unique hull. It is for the game I am developing: HARD VOID.
https://youtu.be/0EpS2lm36Rs
https://redd.it/1lcidyu
@proceduralgeneration
https://youtu.be/0EpS2lm36Rs
https://redd.it/1lcidyu
@proceduralgeneration
YouTube
HARD VOID procedural ship design
In HARD VOID You can create your designs and the procedural generator is responsible for producing unique hulls!
HARD VOID is a 4X space strategy game in development.
Wishlist HARD VOID on steam!
Steampage: https://store.steampowered.com/app/2978460/HARD_VOID/…
HARD VOID is a 4X space strategy game in development.
Wishlist HARD VOID on steam!
Steampage: https://store.steampowered.com/app/2978460/HARD_VOID/…
Fully noise-driven recipe for infinite, chunk-based floating islands?
https://redd.it/1ldg7tq
@proceduralgeneration
https://redd.it/1ldg7tq
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Fully noise-driven recipe for infinite, chunk-based floating islands?
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Did UPS or DNL mess up your package? It happens. But how about a delivery where the courier not only has to arrive at the location and hand over the order -but survive in a desolate wasteland? Hoping for a good rating is out of the question.
https://redd.it/1ldhyyo
@proceduralgeneration
https://redd.it/1ldhyyo
@proceduralgeneration
Diving into Graphics Programming through Terrain Generation
This was a fun project using C++, OpenGL, and ImGui!
YouTube: https://www.youtube.com/watch?v=ZySew4Pxg3c
GitHub repo: https://github.com/archfella/3D-Procedural-Terrain-Mesh-Generator
https://redd.it/1ldicpn
@proceduralgeneration
This was a fun project using C++, OpenGL, and ImGui!
YouTube: https://www.youtube.com/watch?v=ZySew4Pxg3c
GitHub repo: https://github.com/archfella/3D-Procedural-Terrain-Mesh-Generator
https://redd.it/1ldicpn
@proceduralgeneration
YouTube
I Made A Procedural Terrain Generator in C++
Check out my GitHub profile: https://github.com/archfella
GitHub repo: https://github.com/archfella/3D-Procedural-Terrain-Mesh-Generator
Open source libraries GitHub repos:
ImGui: https://github.com/ocornut/imgui
GLFW: https://github.com/glfw/glfw
GLEW:…
GitHub repo: https://github.com/archfella/3D-Procedural-Terrain-Mesh-Generator
Open source libraries GitHub repos:
ImGui: https://github.com/ocornut/imgui
GLFW: https://github.com/glfw/glfw
GLEW:…
My idea for generating continents with much of a control over how how they look
This is the idea:
\- Randomly place seeds, or points, on map. You can tweak this with any ideas you have. This is an example.
\- Form a flat land around those seeds/points. Those flat lands can be any shape as you want. Making them into square and use midpoint displacement or 1D Perlin noise for example.
\- Use noises for height map and smaller details such as coastlines.
I haven't done much research about procedural generation as I'm new to this kind of topic. My main goal is to create worlds as realistic as possible. I'm very glad if someone give me more insights about this approach. Is it good enough? Will the results look good enough? Optimizations? I came up with this kind of approach because I felt noises don't give me the way to distribute my continents freely.
https://redd.it/1ldq3t8
@proceduralgeneration
This is the idea:
\- Randomly place seeds, or points, on map. You can tweak this with any ideas you have. This is an example.
\- Form a flat land around those seeds/points. Those flat lands can be any shape as you want. Making them into square and use midpoint displacement or 1D Perlin noise for example.
\- Use noises for height map and smaller details such as coastlines.
I haven't done much research about procedural generation as I'm new to this kind of topic. My main goal is to create worlds as realistic as possible. I'm very glad if someone give me more insights about this approach. Is it good enough? Will the results look good enough? Optimizations? I came up with this kind of approach because I felt noises don't give me the way to distribute my continents freely.
https://redd.it/1ldq3t8
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community