procedural generation
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Any idea how to make this shape with a shader?
https://redd.it/1lcphpf
@proceduralgeneration
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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
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
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Just added splash effects to the procedural rivers coming to Wilderless on iPad. The game now also generates persistent rivers that flow throughout the world. I’m currently wandering around discovering them in action.

https://redd.it/1le96ks
@proceduralgeneration