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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Squarified Tree Maps for Layout Generation
Hey hey all, I shared some resources yesterday about procedural generation, and one of them talked about squarified treemaps for floor plan generation. The paper provided a detailed description, but I didn't see any proper algorithms in the paper; just theory.
I was, however, able to track down the paper that was referencing the "Squarified Treemap" algorithm, and in keeping with my theme for sharing more and more resources for the proc gen community, here is the link to that paper! https://vanwijk.win.tue.nl/stm.pdf
https://redd.it/1m0fl7a
@proceduralgeneration
Hey hey all, I shared some resources yesterday about procedural generation, and one of them talked about squarified treemaps for floor plan generation. The paper provided a detailed description, but I didn't see any proper algorithms in the paper; just theory.
I was, however, able to track down the paper that was referencing the "Squarified Treemap" algorithm, and in keeping with my theme for sharing more and more resources for the proc gen community, here is the link to that paper! https://vanwijk.win.tue.nl/stm.pdf
https://redd.it/1m0fl7a
@proceduralgeneration
Looking for good sources to learn about PCG for my bachelor's thesis
Hello everyone, I am doing my bachelor's in CS and it's thesis time. I am a noob to PCG, I chose a topic on it because I didn't like that all my profesors hoped on the AI hype when handling topics. So I came up with something random I thought I might do someday...
After procrastinating for 2 semesters and wasting my money and time....I decided to run a prototype procedurally generated terrain based on simplex noise octaves and holy fuck, I am in love with this topic already and wanna learn stuff, but I know nothing. Prototype was succesful but I tweaked things "randomly" for 10h
Please recomend me good articles, papers etc if you have read any, they are the most important as I can do my literature review from them. I am mostly intereted in terrain development, perlin noise etc for survival games but other reads that could be helpful would be nice too. Maybe cellular automata too if it can be somehow applicable, my professors love cellular automata :P
https://redd.it/1m0h4bs
@proceduralgeneration
Hello everyone, I am doing my bachelor's in CS and it's thesis time. I am a noob to PCG, I chose a topic on it because I didn't like that all my profesors hoped on the AI hype when handling topics. So I came up with something random I thought I might do someday...
After procrastinating for 2 semesters and wasting my money and time....I decided to run a prototype procedurally generated terrain based on simplex noise octaves and holy fuck, I am in love with this topic already and wanna learn stuff, but I know nothing. Prototype was succesful but I tweaked things "randomly" for 10h
Please recomend me good articles, papers etc if you have read any, they are the most important as I can do my literature review from them. I am mostly intereted in terrain development, perlin noise etc for survival games but other reads that could be helpful would be nice too. Maybe cellular automata too if it can be somehow applicable, my professors love cellular automata :P
https://redd.it/1m0h4bs
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
Looking for ProcGen Developer
Looking for Developer: Side Project Building a Procedural Dungeon Generator
Hey everyone! I run a TTRPG-focused site (WorldSmith.io) and I’m looking for a dev who’s passionate about procedural generation to help bring a dungeon generator to life as a fun side project.
The goal: Build a browser-based top-down dungeon generator that outputs simple, clean, randomized dungeon maps for fantasy RPGs. We want something visually similar to popular online dungeon tools (watabou, donjon, etc.).
This isn’t a rush job or a big contract. I’m looking for someone who loves procedural generation and might want a meaningful side project. We want to branch into procgen a lot more in the future, so if we vibe well, I'd love to turn it into a long-term thing!
https://redd.it/1m1mcq5
@proceduralgeneration
Looking for Developer: Side Project Building a Procedural Dungeon Generator
Hey everyone! I run a TTRPG-focused site (WorldSmith.io) and I’m looking for a dev who’s passionate about procedural generation to help bring a dungeon generator to life as a fun side project.
The goal: Build a browser-based top-down dungeon generator that outputs simple, clean, randomized dungeon maps for fantasy RPGs. We want something visually similar to popular online dungeon tools (watabou, donjon, etc.).
This isn’t a rush job or a big contract. I’m looking for someone who loves procedural generation and might want a meaningful side project. We want to branch into procgen a lot more in the future, so if we vibe well, I'd love to turn it into a long-term thing!
https://redd.it/1m1mcq5
@proceduralgeneration
WorldSmith
DM Homebrew Generators
Save hours of prep time with WorldSmith’s DM tools for DnD. Generate campaigns, maps, NPCs, and more—fully customizable for any Dungeon Master.
C++ libraries for terrain generation
Hello,
I'm looking into generating heightmaps for game worlds to be rendered in an engine like Unreal.
I can find plenty of noise libraries but I'm looking for something abit more complex that can produce realistic terrain heightmap features. For example a realistic looking mountain.
Basically a lighter version of Gaea but source/library-only.
Any suggestions?
https://redd.it/1m1qhy9
@proceduralgeneration
Hello,
I'm looking into generating heightmaps for game worlds to be rendered in an engine like Unreal.
I can find plenty of noise libraries but I'm looking for something abit more complex that can produce realistic terrain heightmap features. For example a realistic looking mountain.
Basically a lighter version of Gaea but source/library-only.
Any suggestions?
https://redd.it/1m1qhy9
@proceduralgeneration
QuadSpinner.com
QuadSpinner.com | Official website for Gaea
QuadSpinner Gaea is the industry's most loved terrain design tool for VFX, games, and virtual production.