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?
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New to procedural, seeking direction/advice
Hello, thanks for reading.
I am new to generation, so , using Unity and C#. I was curious about how a 2D sandbox survival approach to elevation, weather cells, caves, for an overworld and a local world map could be done. The weather is generated in overworld, then passed to localworld. I’ve done a bit of research and this is what I have so far:
Needs:
1. Use triangle strips (manually generated) for overworld terrain, then convert to squares on local world for terraforming and the actual gameplay loop. I could remove normals and UVs for optimization, but keep XYZ and colors (for biomes, topographical map). (enums faster than dictionaries)
2. Use Perlin (better Simplex?) to generate actual height map.
3. Perlin to erode, smoothen angles, coasts, rivers.
4. Perlin again to generate biomes based on latitudes, littoral lands, rain shadows, and ocean temperatures.
5. Use Diffusion-limited aggregation to generate rivers, lakes, caves, according to elevation.
6. Use color shader to colorize elevation, biomes, heat map, precipitation map, humidity.
7. Activate water physics so that option one (cellular automata) and two (simplified fluid simulation) affect water and land.
8. Generate cellular automata for weather cells that communicate with each other based on biome, littorals, latitude, and ocean currents to form stablized, moving weather conditions.
9. Poisson Sampling to generate resource nodes, spawn nodes, etc.
10. Then rendering... no idea yet.
If anyone has some tutorials for me to start with or any advice, I'll be much obliged.
Thanks for taking the time to read.
https://redd.it/1lgsa08
@proceduralgeneration
Hello, thanks for reading.
I am new to generation, so , using Unity and C#. I was curious about how a 2D sandbox survival approach to elevation, weather cells, caves, for an overworld and a local world map could be done. The weather is generated in overworld, then passed to localworld. I’ve done a bit of research and this is what I have so far:
Needs:
1. Use triangle strips (manually generated) for overworld terrain, then convert to squares on local world for terraforming and the actual gameplay loop. I could remove normals and UVs for optimization, but keep XYZ and colors (for biomes, topographical map). (enums faster than dictionaries)
2. Use Perlin (better Simplex?) to generate actual height map.
3. Perlin to erode, smoothen angles, coasts, rivers.
4. Perlin again to generate biomes based on latitudes, littoral lands, rain shadows, and ocean temperatures.
5. Use Diffusion-limited aggregation to generate rivers, lakes, caves, according to elevation.
6. Use color shader to colorize elevation, biomes, heat map, precipitation map, humidity.
7. Activate water physics so that option one (cellular automata) and two (simplified fluid simulation) affect water and land.
8. Generate cellular automata for weather cells that communicate with each other based on biome, littorals, latitude, and ocean currents to form stablized, moving weather conditions.
9. Poisson Sampling to generate resource nodes, spawn nodes, etc.
10. Then rendering... no idea yet.
If anyone has some tutorials for me to start with or any advice, I'll be much obliged.
Thanks for taking the time to read.
https://redd.it/1lgsa08
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
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A massive ant colony in space. Gather resources, build, trade, and adapt within a living ecosystem. Inspired by Eve Online, but designed to be simpler, more accessible, and more fun.
https://redd.it/1lgwx6d
@proceduralgeneration
https://redd.it/1lgwx6d
@proceduralgeneration
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By moving river settings into Unity's Scriptable Objects, I can now use one evolving procedurally generated river system across three different games: sunny, pastoral Meadowfell, haunting GrimShiver, and Wilderless.
https://redd.it/1lgx01m
@proceduralgeneration
https://redd.it/1lgx01m
@proceduralgeneration