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
Created in Blender Octane Edition using a Boolean Operation that combines Vectron geometry with any chosen mesh. In this example , fractal geometry via OSL script is infused with a human head OBJ
https://redd.it/1m4s45b
@proceduralgeneration
https://redd.it/1m4s45b
@proceduralgeneration
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My brain no longer works after 3 days thinking about nothing but procedurally generated road intersection meshes
https://redd.it/1m4yxb3
@proceduralgeneration
https://redd.it/1m4yxb3
@proceduralgeneration
How do you deal with the implication that procedurally generated art can't be called yours, that it is talentless, that no effort or merit ever goes into it, deserving of censorship, etc.?
A lot of opinions against what I call "Popular AI" criticize the fact that people who use them are making art without a specific shape or stroke in mind, making music without a specific melody, or making media without every stroke, jot or tittle being accounted for.
That said, it seems to inadvertently remind me of criticism of PG as a general concept.
One classmate tried to say that any form of PG is an insult to his time.
I really don't care. I just don't want a coke poured on my computer by Carolina Goody Artist, or prospects of censorship, disenfranchisement or losing opportunities
https://redd.it/1m51oj0
@proceduralgeneration
A lot of opinions against what I call "Popular AI" criticize the fact that people who use them are making art without a specific shape or stroke in mind, making music without a specific melody, or making media without every stroke, jot or tittle being accounted for.
That said, it seems to inadvertently remind me of criticism of PG as a general concept.
One classmate tried to say that any form of PG is an insult to his time.
I really don't care. I just don't want a coke poured on my computer by Carolina Goody Artist, or prospects of censorship, disenfranchisement or losing opportunities
https://redd.it/1m51oj0
@proceduralgeneration
Reddit
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I’ve been asked a handful of times about my process in Blender for combining vectron geometry with any mesh. Here is a quick video demonstration for anyone interested.
https://redd.it/1m56nb4
@proceduralgeneration
https://redd.it/1m56nb4
@proceduralgeneration
Better name for "Procedural Generation" ?
Completely random thought to start the week..
I feel like there should be a better name for the subject area of Procedural Generation.
Procedural \- "relating to an established or official way of doing something."
How does this describe what we're doing when we generate content? Most of the amazing projects I see posted here use new, ground-breaking techniques, which is the opposite to doing something via procedural, aka "the official way"?
Also having to append Runtime if what you generate happens at runtime? Runtime Procedural Generation is probably the least catchy phrase and completely ambiguous to a non-technical audience.
How do these technical areas get their names in the first place? Beyond technically describing what it does?
To summarise this random blurb.
I think we should rename Runtime Procedural Generation to Novel Generation.
Novel \- "Emphasizes the newness and originality of something."
For procedural content created ahead of time, feel free to keep the old name.
Please alert the masses.
All the best,
Andy
https://redd.it/1m5dvp1
@proceduralgeneration
Completely random thought to start the week..
I feel like there should be a better name for the subject area of Procedural Generation.
Procedural \- "relating to an established or official way of doing something."
How does this describe what we're doing when we generate content? Most of the amazing projects I see posted here use new, ground-breaking techniques, which is the opposite to doing something via procedural, aka "the official way"?
Also having to append Runtime if what you generate happens at runtime? Runtime Procedural Generation is probably the least catchy phrase and completely ambiguous to a non-technical audience.
How do these technical areas get their names in the first place? Beyond technically describing what it does?
To summarise this random blurb.
I think we should rename Runtime Procedural Generation to Novel Generation.
Novel \- "Emphasizes the newness and originality of something."
For procedural content created ahead of time, feel free to keep the old name.
Please alert the masses.
All the best,
Andy
https://redd.it/1m5dvp1
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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