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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
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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
https://redd.it/1le96ks
@proceduralgeneration
CELL FLOW: Emergent particle organisms simulator
https://www.youtube.com/watch?v=E8vvSu8PZmI
https://redd.it/1ledq48
@proceduralgeneration
https://www.youtube.com/watch?v=E8vvSu8PZmI
https://redd.it/1ledq48
@proceduralgeneration
YouTube
Cell Flow. A New Kind of Particle Simulation Algorithm
#particles #simulator #particlelife #generativeart #opensource
Cell Flow is a new kind of particle simulation algorithm. It's one that shows emergent behaviors that actually look like life. Sometimes it mimics single-cell organisms, sometimes full ecosystems…
Cell Flow is a new kind of particle simulation algorithm. It's one that shows emergent behaviors that actually look like life. Sometimes it mimics single-cell organisms, sometimes full ecosystems…
Fractured but not broken (procedural mesh fracturing in my engine / editor - C++/OpenGL/GLSL)
https://youtu.be/yw38jxZJvKk?si=QoWSv8aLWOz0I2yn
https://redd.it/1lfe599
@proceduralgeneration
https://youtu.be/yw38jxZJvKk?si=QoWSv8aLWOz0I2yn
https://redd.it/1lfe599
@proceduralgeneration
YouTube
Fractured but not broken (procedural mesh fracturing in my engine / editor - C++/OpenGL/GLSL)
I've got this crazy idea but it might...just...work.
What nodes should I add next to my procedural world generator asset?
https://redd.it/1lg0pi8
@proceduralgeneration
https://redd.it/1lg0pi8
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: What nodes should I add next to my procedural world generator asset?
Explore this post and more from the proceduralgeneration community