Platformin' - procgen dev takes a (much needed) break from open world proc gen to a minimalistic platformer in his side-project procgen engine / editor (C++/OpenGL/GLSL)
https://youtu.be/SRvpFeD6WGY?si=w2jh7TmnzIMNnQc5
https://redd.it/1lnjugs
@proceduralgeneration
https://youtu.be/SRvpFeD6WGY?si=w2jh7TmnzIMNnQc5
https://redd.it/1lnjugs
@proceduralgeneration
YouTube
Platformin'
Platformin' - a (much needed) developer holiday from the procgen open world game with a minimalistic experiment in the platformer genre that's...proc gen'd in the side project engine / editor C++/OpenGL/GLSL
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A more detailed look at resource extraction in my sandbox MMO, ERZ Online. I'm working on automation, procedurally generated worlds, and underground base building - I'd love to hear your ideas!
https://redd.it/1lo11ns
@proceduralgeneration
https://redd.it/1lo11ns
@proceduralgeneration
I found a way to simulate a population of persistent NPCs that move around for my procedural city. Here's how.
https://youtu.be/nBV0yAAJUf0
https://redd.it/1lo5me1
@proceduralgeneration
https://youtu.be/nBV0yAAJUf0
https://redd.it/1lo5me1
@proceduralgeneration
YouTube
How I Simulate Over a Million Persistent NPCs For My Procedural City
I've been working on a prototype for the NPC spawn and schedule system and this is what I came up with. It is fully functional as described in the video, but still a bit buggy and yes there are frame drops, as I haven't even touched optimization and LOD for…
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A Solo Developer's War Journal: Architecture as a Survival Tool
https://redd.it/1lof9h8
@proceduralgeneration
https://redd.it/1lof9h8
@proceduralgeneration
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Just added a way to swap between multiple configurations of your Procedural Model (called Variable Profiles) to my Node-based 3D modeling tool. Web demo and source code in comments
https://redd.it/1lp5xte
@proceduralgeneration
https://redd.it/1lp5xte
@proceduralgeneration
Added the ability to export scene objects as prefabs in my side-project procedural editor / engine (C++/OpenGL/GLSL)
https://youtu.be/VMAPfSmpqtU?si=n3IBxzXfScohzAvd
https://redd.it/1lpebke
@proceduralgeneration
https://youtu.be/VMAPfSmpqtU?si=n3IBxzXfScohzAvd
https://redd.it/1lpebke
@proceduralgeneration
YouTube
Prefab support added - saving scene objects for re-use in other scenes (prefabs)
Quick demo of a feature I've wanted to add to the side-project engine / editor for a while now. The ability to save and re-use scene objects (prefabs).
I built a universe simlation that generates entire galaxies and planets from a single seed
No database, no 3D engine, just Python, math, and the Pillow library for image generation. Planets and star systems are generated on-the-fly just by navigating to different coordinates. Every seed gives you a whole new deterministic universe.
GitHub: https://github.com/SurceBeats/Atlas
Live demo included in the repo
Dwarf Galaxy
https://redd.it/1lpimsz
@proceduralgeneration
No database, no 3D engine, just Python, math, and the Pillow library for image generation. Planets and star systems are generated on-the-fly just by navigating to different coordinates. Every seed gives you a whole new deterministic universe.
GitHub: https://github.com/SurceBeats/Atlas
Live demo included in the repo
Dwarf Galaxy
https://redd.it/1lpimsz
@proceduralgeneration
GitHub
GitHub - SurceBeats/Atlas: The Atlas is a procedural generation engine inspired by No Man's Sky, designed to create vast, complex…
The Atlas is a procedural generation engine inspired by No Man's Sky, designed to create vast, complex galaxies and universes with customizable parameters. - SurceBeats/Atlas
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CTRL+U is an in-development openworld hackermans game that procgens the behavior of billions of npcs
https://redd.it/1lplup2
@proceduralgeneration
https://redd.it/1lplup2
@proceduralgeneration
Struggling with Maintaining Room-Corridor Connections After Random Walk Room Deformation
Oi pessoal,
Estou trabalhando em um gerador de masmorras procedural e encontrei um problema que espero que alguém aqui possa me ajudar.
Meu pipeline de geração tem duas etapas principais:
1. **Geração do layout inicial** – Uso uma abordagem baseada em gráficos para posicionar os quartos e conectá-los com corredores. Cada nó representa um quarto, e calculo os tamanhos e posições exatas dos quartos para garantir as conexões corretas dos corredores. Essa parte funciona muito bem — tudo se conecta de forma limpa e lógica.
2. **Deformação da forma do quarto** – Após a conclusão do layout, aplico um algoritmo de caminhada aleatória para deformar a forma de cada quarto, evitando uma aparência rígida e geométrica. O objetivo é obter formas de quartos mais orgânicas e interessantes.
O problema: **a caminhada aleatória modifica o tamanho e a forma do quarto**, o que geralmente causa desconexões dos corredores. Como a estrutura original do gráfico assume limites fixos dos quartos, qualquer deformação significativa quebra as conexões, especialmente quando os corredores são construídos exatamente no centro ou ao longo das bordas calculadas dos quartos.
Tentei várias abordagens para corrigir isso, incluindo:
* Expandir os corredores dinamicamente após a deformação (bagunçado e pouco confiável)
* Tentar deformar os quartos preservando um “ponto de conexão” (parece muito restrito ou acaba com uma aparência não natural)
* Zonas de buffer, preenchimento ou comprimento elástico do corredor — mas é difícil controlar ou prever visualmente
Alguém já enfrentou esse tipo de problema antes? Adoraria ouvir sobre estratégias ou até mesmo artigos/posts que possam ajudar. Idealmente, quero manter a liberdade de deformação sem sacrificar a conectividade.
Obrigado desde já
https://preview.redd.it/3wlw8gp8qqaf1.png?width=450&format=png&auto=webp&s=8d16e2cd3357329795f3164bbce0ff4285218b02
https://redd.it/1lr3k6b
@proceduralgeneration
Oi pessoal,
Estou trabalhando em um gerador de masmorras procedural e encontrei um problema que espero que alguém aqui possa me ajudar.
Meu pipeline de geração tem duas etapas principais:
1. **Geração do layout inicial** – Uso uma abordagem baseada em gráficos para posicionar os quartos e conectá-los com corredores. Cada nó representa um quarto, e calculo os tamanhos e posições exatas dos quartos para garantir as conexões corretas dos corredores. Essa parte funciona muito bem — tudo se conecta de forma limpa e lógica.
2. **Deformação da forma do quarto** – Após a conclusão do layout, aplico um algoritmo de caminhada aleatória para deformar a forma de cada quarto, evitando uma aparência rígida e geométrica. O objetivo é obter formas de quartos mais orgânicas e interessantes.
O problema: **a caminhada aleatória modifica o tamanho e a forma do quarto**, o que geralmente causa desconexões dos corredores. Como a estrutura original do gráfico assume limites fixos dos quartos, qualquer deformação significativa quebra as conexões, especialmente quando os corredores são construídos exatamente no centro ou ao longo das bordas calculadas dos quartos.
Tentei várias abordagens para corrigir isso, incluindo:
* Expandir os corredores dinamicamente após a deformação (bagunçado e pouco confiável)
* Tentar deformar os quartos preservando um “ponto de conexão” (parece muito restrito ou acaba com uma aparência não natural)
* Zonas de buffer, preenchimento ou comprimento elástico do corredor — mas é difícil controlar ou prever visualmente
Alguém já enfrentou esse tipo de problema antes? Adoraria ouvir sobre estratégias ou até mesmo artigos/posts que possam ajudar. Idealmente, quero manter a liberdade de deformação sem sacrificar a conectividade.
Obrigado desde já
https://preview.redd.it/3wlw8gp8qqaf1.png?width=450&format=png&auto=webp&s=8d16e2cd3357329795f3164bbce0ff4285218b02
https://redd.it/1lr3k6b
@proceduralgeneration
Teskooano: Procedurally generated 3D N-Body Simulation
https://teskooano.space/
https://redd.it/1lrq5ye
@proceduralgeneration
https://teskooano.space/
https://redd.it/1lrq5ye
@proceduralgeneration
Teskooano
🔭 Teskooano - 3D N-Body Simulation Engine
Explore procedurally generated solar systems with realistic physics.
Designing Better Procedural Tools for 2D Games – Looking for Developer Input! (Academic Survey)
Hello All,
I'm Utkarsh Jha, a Master’s student at TU Ilmenau, Germany, conducting academic research on 2D procedural world generation as part of my thesis.
I’m looking for developers and designers who have experience with 2D world generation — whether you're using Unity, Godot, custom tools, or anything else — to take a quick, anonymous survey (5–7 mins).
The goal is to understand your challenges, expectations, and workflow needs when it comes to creating immersive 2D environments. Your input will directly support the development of a prototype tool aimed at improving procedural workflows.
🔗 Survey link: https://tally.so/r/n0y54Z
📩 Questions? Feel free to reach me at **utkarsh.jha@tu-ilmenau.de**
Thanks so much for your time — every response helps move this research forward!
https://redd.it/1lrr0v0
@proceduralgeneration
Hello All,
I'm Utkarsh Jha, a Master’s student at TU Ilmenau, Germany, conducting academic research on 2D procedural world generation as part of my thesis.
I’m looking for developers and designers who have experience with 2D world generation — whether you're using Unity, Godot, custom tools, or anything else — to take a quick, anonymous survey (5–7 mins).
The goal is to understand your challenges, expectations, and workflow needs when it comes to creating immersive 2D environments. Your input will directly support the development of a prototype tool aimed at improving procedural workflows.
🔗 Survey link: https://tally.so/r/n0y54Z
📩 Questions? Feel free to reach me at **utkarsh.jha@tu-ilmenau.de**
Thanks so much for your time — every response helps move this research forward!
https://redd.it/1lrr0v0
@proceduralgeneration
Tally Forms
2D Procedural World Generation Survey
Made with Tally, the simplest way to create forms.