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
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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.
Advice for ABSOLUTE BEGINNER on procedural city/level generation
Hey all,
I know that there are various posts on this topic but after reading a bunch of them I still feel lost.
My goal is to generate a city layout with one or two main roads and clusters of buildings that are seperated by small roads in between - kind of like Tokyo suburbs. (It's okay if it will be a grid layout without curved roads, to keep it simple) Also, I will use prefab buildings. So it's really just about defining where certain assets will be placed.
Some infos about where I stand:
● No knowledge about any advanced data structures like graphs etc.
● No knowledge about any algorithms like BFS, dijkstra, etc.
● When trying to learn about DSA (Data Structures and Algorithms) I'm often confused by the mathematical descriptions in white papers or books
● I feel like highlevel descriptions get me nowhere
● I'm very familiar with unreal blueprints and C++
...so I basically know nothing :)
Right now I'm stuck on where or how to begin. A lot of times I see high level descriptions for generation algorithms but I absolutely don't know how to implement them. It feels like that is because the lack of knowledge on DSA. So I wonder about a number of things:
● Should I start with the very bare minimum of it all and read and learn about specific things DSA?
● Should I start with dungeon generation because city generation is too advanced for me?
● Should I stick with unreal for implementation because I know it well (it's also what I want to use in the end) or should I start with something like SDL/SFML just to concentrate on the bare minimum (although I want to go 3D)
Thanks for taking the time! :)
https://redd.it/1m210r8
@proceduralgeneration
Hey all,
I know that there are various posts on this topic but after reading a bunch of them I still feel lost.
My goal is to generate a city layout with one or two main roads and clusters of buildings that are seperated by small roads in between - kind of like Tokyo suburbs. (It's okay if it will be a grid layout without curved roads, to keep it simple) Also, I will use prefab buildings. So it's really just about defining where certain assets will be placed.
Some infos about where I stand:
● No knowledge about any advanced data structures like graphs etc.
● No knowledge about any algorithms like BFS, dijkstra, etc.
● When trying to learn about DSA (Data Structures and Algorithms) I'm often confused by the mathematical descriptions in white papers or books
● I feel like highlevel descriptions get me nowhere
● I'm very familiar with unreal blueprints and C++
...so I basically know nothing :)
Right now I'm stuck on where or how to begin. A lot of times I see high level descriptions for generation algorithms but I absolutely don't know how to implement them. It feels like that is because the lack of knowledge on DSA. So I wonder about a number of things:
● Should I start with the very bare minimum of it all and read and learn about specific things DSA?
● Should I start with dungeon generation because city generation is too advanced for me?
● Should I stick with unreal for implementation because I know it well (it's also what I want to use in the end) or should I start with something like SDL/SFML just to concentrate on the bare minimum (although I want to go 3D)
Thanks for taking the time! :)
https://redd.it/1m210r8
@proceduralgeneration
Reddit
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My procedural skull got arms now 💀 [still no mesh, just code]
https://redd.it/1m2xuht
@proceduralgeneration
https://redd.it/1m2xuht
@proceduralgeneration
A short tutorial on using Markov models to generate realistic-sounding names. A major advantage of Markov models is that by simply changing datasets you can produce entirely different naming styles. Making them useful for adding depth to your game worlds or other creative projects.
https://youtube.com/watch?v=T_Zux9X-xYw&si=98BhE1aR3NIFCp_P
https://redd.it/1m3jyh5
@proceduralgeneration
https://youtube.com/watch?v=T_Zux9X-xYw&si=98BhE1aR3NIFCp_P
https://redd.it/1m3jyh5
@proceduralgeneration
YouTube
Generating Random Names with Markov Models
Learn how to build Markov models to generate random names! In this video, I walk through the core concepts of Markov models and demonstrates how changing datasets can produce entirely different naming styles. Perfect for adding depth to your game worlds…
Plate Tectonics Simulation
Hello,
Are there any programs/simulations that:
1) Procedurally generate planets with at least somewhat realisitic active tectonic plate dynamics?
2) Simulates plate motion and change in topography (mountains, etc)?
3) Has information that can be exported?
Any suggestions would be appreciated!
https://redd.it/1m3rdhw
@proceduralgeneration
Hello,
Are there any programs/simulations that:
1) Procedurally generate planets with at least somewhat realisitic active tectonic plate dynamics?
2) Simulates plate motion and change in topography (mountains, etc)?
3) Has information that can be exported?
Any suggestions would be appreciated!
https://redd.it/1m3rdhw
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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Added some procedural drone nests to the procgen game / engine (C++/OpenGL/GLSL)
https://youtu.be/lZ9moRgGCbQ?si=4NQ0p6z-caxfgMK6
https://redd.it/1m3xqb4
@proceduralgeneration
https://youtu.be/lZ9moRgGCbQ?si=4NQ0p6z-caxfgMK6
https://redd.it/1m3xqb4
@proceduralgeneration
YouTube
Infinicity - Destroy the drone nests
Added drone nests to the procgen engine / game built from scratch in C++ / OpenGL and GLSL. Music is "Punching For Science" by Geoffrey Day: https://youtu.be/HUds3Y8obUc?si=WgdnotCv0zX-bRnm
Created in Blender Octane Edition, making use of object instancing and modifiers. This
https://redd.it/1m4glyt
@proceduralgeneration
https://redd.it/1m4glyt
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Created in Blender Octane Edition, making use of object instancing and modifiers.…
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Quick demonstration in Blender showing an easy process I use to form abstract geometric objects sharing fractal-like qualities.
https://redd.it/1m4jmgc
@proceduralgeneration
https://redd.it/1m4jmgc
@proceduralgeneration