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Working on a Procedural Village Generator – I Would Love Some Feed Back. What Visuals or Features Would Make It Really Pop?
https://redd.it/1lvt9ex
@proceduralgeneration
https://redd.it/1lvt9ex
@proceduralgeneration
OpenGL - procedural trees - episode 2 - adding leaves
https://www.youtube.com/watch?v=z0habtc4qN4
https://redd.it/1lvt1lq
@proceduralgeneration
https://www.youtube.com/watch?v=z0habtc4qN4
https://redd.it/1lvt1lq
@proceduralgeneration
YouTube
OpenGL - procedural trees - episode 2 - adding leaves
This is my second video on procedural tree generation.
Here I show how I added leaves to my procedurally generated tree.
Link to previous episode:
Episode 1 - basic tree shapes -https://youtu.be/W8kVrkH9no0
I hope that the video pacing is not too slow and…
Here I show how I added leaves to my procedurally generated tree.
Link to previous episode:
Episode 1 - basic tree shapes -https://youtu.be/W8kVrkH9no0
I hope that the video pacing is not too slow and…
Looking for advice on how to classify terrain based on a height map
To be brief I am trying to make an island generator that sets tiles based on height; however, I was wondering if there was a more efficient way to loop through different tiles and assign based on height rather than just a bunch of if statements. Additionally I am using a random function bounded by ranges that i feel are reasonable(they might not be I'm new to this) to give a more varied result. here is the code in GD script (\~ python) if my explanation was unsatisfactory
https://redd.it/1lvwpks
@proceduralgeneration
To be brief I am trying to make an island generator that sets tiles based on height; however, I was wondering if there was a more efficient way to loop through different tiles and assign based on height rather than just a bunch of if statements. Additionally I am using a random function bounded by ranges that i feel are reasonable(they might not be I'm new to this) to give a more varied result. here is the code in GD script (\~ python) if my explanation was unsatisfactory
extends TileMapLayer
#constants
var map_size := 300
var gradient:=.45 # must be 0<x<.5 effects how far out the island can go with a max value of .5
# __innit__
var fnl := FastNoiseLite.new()
var random := RandomNumberGenerator.new()
#Fast_Noise_Light -----------------------------------------------------
# General
var frequency := Vector2(0.01, 0.1) # Scale, larger = smoother, smaller = more detial
# Fractal
var f_octaves := Vector2(3, 8) # layers of noise
var f_lacuranity := Vector2(1.5, 3.0) # essentially applies zoom to an octave
var F_gain := Vector2(0.3, 0.7) # Strength of each subsequent octave
var f_weighted_strength := Vector2(0.0, 1.0) #str of subsequent octaves blending
var f_ping_pong_strength := Vector2(0.0, .5) # cuases more repetitive terrain, well keep this low
# Domain Warp
var dm_amplitude := Vector2(5.0, 30.0) # Warp strength
var dm_frequency := Vector2(0.01, 0.1) # Frequency for warp, same general concept
# Domain Warp Fractal
var dwf_octaves := Vector2(2, 5) #^ but for warp
var dwf_lacuranity := Vector2(2.0, 6.0) #^ but for warp
var dwf_gain := Vector2(0.3, 0.7) #^ but for warp
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
fnl.seed = randi()
fnl.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
fnl.frequency = random.randf_range(frequency.x, frequency.y)
fnl.fractal_octaves = random.randi_range(f_octaves.x, f_octaves.y)
fnl.fractal_lacunarity = random.randf_range(f_lacuranity.x, f_lacuranity.y)
fnl.fractal_gain = random.randf_range(F_gain.x, F_gain.y)
fnl.fractal_weighted_strength = random.randf_range(f_weighted_strength.x, f_weighted_strength.y)
fnl.fractal_ping_pong_strength = random.randf_range(f_ping_pong_strength.x, f_ping_pong_strength.y)
fnl.domain_warp_amplitude = random.randf_range(dm_amplitude.x, dm_amplitude.y)
fnl.domain_warp_frequency = random.randf_range(dm_frequency.x, dm_frequency.y)
fnl.domain_warp_fractal_octaves = random.randi_range(dwf_octaves.x, dwf_octaves.y)
fnl.domain_warp_fractal_lacunarity = random.randf_range(dwf_lacuranity.x, dwf_lacuranity.y)
fnl.domain_warp_fractal_gain = random.randf_range(dwf_gain.x, dwf_gain.y)
generate_map()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
generate_map()
func border(noise_topo,x:int,y:int):
var center = Vector2(map_size/2,map_size/2)
var new_noise = fnl.get_noise_2d(x*.01,y*.01)
var current_pos = Vector2(x, y)
var euclid = (current_pos - center).length()
var max = euclid*gradient
var adjusted_val = max*noise_topo*30
noise_topo = adjusted_val+noise_topo
return noise_topo
pass
func generate_map():
for x in map_size:
for y in map_size:
var noise_topo:= fnl.get_noise_2d(x,y)
var noise_topo_2 = border(noise_topo,x,y)
if noise_topo_2 < -0.2:
set_cell(Vector2i(x, y), 0, Vector2i(2, 4)) # Water
elif noise_topo_2 < 0.4:
set_cell(Vector2i(x, y), 0, Vector2i(0, 4)) # Grass
else:
set_cell(Vector2i(x, y), 0, Vector2i(4, 4)) # Stone
https://redd.it/1lvwpks
@proceduralgeneration
Reddit
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House/Room Layout Generation Paper
I've become borderline obsessed with house exterior and interior runtime generation, but I've struggled to find resources that don't rely on AI to make it happen.
I also run a game developer nonprofit in Montreal, and one of our discord members and event regulars shared this paper with me on generating building interiors.
Once I'm finished work for the day, I plan on trying to implement it in Unity (since that's where most of my proc gen work goes to die), but I wanted to share it with everyone here as an interesting take on interior generation based on parameters like building areas.
I would love to be able to one day generate a city, all the way down to explorable buildings, and this paper does seem promising for a good start at least.
If anyone has other resources or better processes, consider this post as an open invitation to be a resource dump :)
https://onlinelibrary.wiley.com/doi/10.1155/2010/624817
https://redd.it/1lwali8
@proceduralgeneration
I've become borderline obsessed with house exterior and interior runtime generation, but I've struggled to find resources that don't rely on AI to make it happen.
I also run a game developer nonprofit in Montreal, and one of our discord members and event regulars shared this paper with me on generating building interiors.
Once I'm finished work for the day, I plan on trying to implement it in Unity (since that's where most of my proc gen work goes to die), but I wanted to share it with everyone here as an interesting take on interior generation based on parameters like building areas.
I would love to be able to one day generate a city, all the way down to explorable buildings, and this paper does seem promising for a good start at least.
If anyone has other resources or better processes, consider this post as an open invitation to be a resource dump :)
https://onlinelibrary.wiley.com/doi/10.1155/2010/624817
https://redd.it/1lwali8
@proceduralgeneration
Wiley Online Library
Automatic Real‐Time Generation of Floor Plans Based on Squarified Treemaps Algorithm
A novel approach to generate house floor plans with semantic information
is presented. The basis of this model is the squarified treemaps algorithm.
Previously, this algorithm has been used to creat...
is presented. The basis of this model is the squarified treemaps algorithm.
Previously, this algorithm has been used to creat...
Lambournian Grid Shifting explainer: Part 2 (generating npc movement and routines)
https://www.patreon.com/posts/133322960#id=-Part%202-:~:text=of%20the%20guide.-,%2DPart%202%2D,-A%20naive%20solution
https://redd.it/1lwb9yj
@proceduralgeneration
https://www.patreon.com/posts/133322960#id=-Part%202-:~:text=of%20the%20guide.-,%2DPart%202%2D,-A%20naive%20solution
https://redd.it/1lwb9yj
@proceduralgeneration
Patreon
Lambournian Grid Shifting explainer | Ryan Jake Lambourn
Get more from Ryan Jake Lambourn on Patreon
Any nTop users in here? I just made a tutorial on procedural staircases 😁
https://redd.it/1lwtmm2
@proceduralgeneration
https://redd.it/1lwtmm2
@proceduralgeneration
FB reminded me of my first attempt at procgen in Godot last year
https://redd.it/1lx5kzq
@proceduralgeneration
https://redd.it/1lx5kzq
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: FB reminded me of my first attempt at procgen in Godot last year
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What do you say to people who claim procedural generation is lazy, not your work, or disrespectful to creatives?
Or to people who mix it up with the nebulous category of AI (power-intensive NN models trained on scraped data)?
One classmate tried to tell me that procedural generation was an insult to his time!
https://redd.it/1lxw627
@proceduralgeneration
Or to people who mix it up with the nebulous category of AI (power-intensive NN models trained on scraped data)?
One classmate tried to tell me that procedural generation was an insult to his time!
https://redd.it/1lxw627
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Dissertation Showcase - Exploring a Large NPC Ecosystem in a Procedurally Generated Voxel Environment in UE5
https://reddit.com/link/1ly4sue/video/ep1yrmpq1hcf1/player
This subreddit really motivated me for the past year to complete my dissertation and have my own procedural generation focused project. I'm happy with how it turned out and wanted to share it with the community.
The project was done solely in C++ using Unreal Engine 5, and besides the purchased 3D assets for the NPCs, everything is generated at runtime.
https://preview.redd.it/a7ncjqltzgcf1.png?width=3439&format=png&auto=webp&s=1b45521e7012d6f76d78b831ecf5b1c3856ce868
https://preview.redd.it/c300mwkuzgcf1.png?width=3439&format=png&auto=webp&s=166c50473f809a9cbccfdb3167ff598ecfb97bd0
# Some performance metrics
Computation Averages for 150 NPCs Over 60 Seconds
Pathfinding Tasks: 1,705
Actions Requested: 1,501
Notifications Sent: 1,086
Vision Sphere Updates: 30,759
https://preview.redd.it/afl9gc1jzgcf1.png?width=2000&format=png&auto=webp&s=f5ba8a463c9264fb1d44d589e6b8459e7da5b133
https://redd.it/1ly4sue
@proceduralgeneration
https://reddit.com/link/1ly4sue/video/ep1yrmpq1hcf1/player
This subreddit really motivated me for the past year to complete my dissertation and have my own procedural generation focused project. I'm happy with how it turned out and wanted to share it with the community.
The project was done solely in C++ using Unreal Engine 5, and besides the purchased 3D assets for the NPCs, everything is generated at runtime.
https://preview.redd.it/a7ncjqltzgcf1.png?width=3439&format=png&auto=webp&s=1b45521e7012d6f76d78b831ecf5b1c3856ce868
https://preview.redd.it/c300mwkuzgcf1.png?width=3439&format=png&auto=webp&s=166c50473f809a9cbccfdb3167ff598ecfb97bd0
# Some performance metrics
Computation Averages for 150 NPCs Over 60 Seconds
Pathfinding Tasks: 1,705
Actions Requested: 1,501
Notifications Sent: 1,086
Vision Sphere Updates: 30,759
https://preview.redd.it/afl9gc1jzgcf1.png?width=2000&format=png&auto=webp&s=f5ba8a463c9264fb1d44d589e6b8459e7da5b133
https://redd.it/1ly4sue
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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ideal method to place rocks/trees etc. on a map with procedural generation?
I currently have a map with diff areas designated for various biomes, problem is when I try to use WFC to place landscape elements like trees/rocks around the map my laptop simply struggles. I even made the mistake of trying to generate individual tiles with WFC in biomes(you can guess how that went). I'm probably going to use noise for the ground layer(is this optimal?) of terrain but I still am unsure about how to generate landscape elements organically. I could of course multi thread it, assuming Godot has that feature - I'm new to this.
bit rough, still in development
https://redd.it/1lylp02
@proceduralgeneration
I currently have a map with diff areas designated for various biomes, problem is when I try to use WFC to place landscape elements like trees/rocks around the map my laptop simply struggles. I even made the mistake of trying to generate individual tiles with WFC in biomes(you can guess how that went). I'm probably going to use noise for the ground layer(is this optimal?) of terrain but I still am unsure about how to generate landscape elements organically. I could of course multi thread it, assuming Godot has that feature - I'm new to this.
bit rough, still in development
https://redd.it/1lylp02
@proceduralgeneration
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Flying over surface of Mandelbulb fractal (raymaching + particle visualization)
https://redd.it/1lzftpw
@proceduralgeneration
https://redd.it/1lzftpw
@proceduralgeneration
Proc Gen Resource List
So a little backstory: last year I created a game development community and last month I turned it into a non-profit organization aimed at providing more resources to game developers. Based in the Montreal area, we've grown to just below 500 people on the server in a year. One of our regular events attendees shared this gold mine of a procedural generation resource into our resources channel:
A massive link library to all kinds of papers and talks about procedural generation. I'm sure the info was shared somewhere in this subreddit, but if not then consider this my gift to the community:
https://procgen.space/resources
https://redd.it/1lzlaz2
@proceduralgeneration
So a little backstory: last year I created a game development community and last month I turned it into a non-profit organization aimed at providing more resources to game developers. Based in the Montreal area, we've grown to just below 500 people on the server in a year. One of our regular events attendees shared this gold mine of a procedural generation resource into our resources channel:
A massive link library to all kinds of papers and talks about procedural generation. I'm sure the info was shared somewhere in this subreddit, but if not then consider this my gift to the community:
https://procgen.space/resources
https://redd.it/1lzlaz2
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Biomorphic Headphone Stands! Fun to make, but a little weird 🤣🎧🤣
https://redd.it/1lzm00y
@proceduralgeneration
https://redd.it/1lzm00y
@proceduralgeneration
What's your biggest problem with procedural generation in game design / development?
Want to invest some time in procedural generation skills, and feels like huge part of it is knowing weaknesses.
https://redd.it/1m0abtj
@proceduralgeneration
Want to invest some time in procedural generation skills, and feels like huge part of it is knowing weaknesses.
https://redd.it/1m0abtj
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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