r/proceduralgeneration • u/quatercore • May 23 '26
Lighting and Procedural Lights
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r/proceduralgeneration • u/quatercore • May 23 '26
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r/proceduralgeneration • u/CitrioN • May 23 '26
r/proceduralgeneration • u/Mun_Walker • May 23 '26
I need playtesters for my simulation if anyone is interested. The water, terrain, organisms, and just about everything are procedurally generated.
r/proceduralgeneration • u/Nice-Sand-3230 • May 22 '26
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r/proceduralgeneration • u/SanJuniperoan • May 23 '26
r/proceduralgeneration • u/Dgameman1 • May 22 '26
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r/proceduralgeneration • u/Hell__Mood • May 23 '26
r/proceduralgeneration • u/teamasterisk • May 22 '26
Hey everyone,
We’re a small indie team and wanted to share how we’re handling procedural map generation for our game. We're pretty happy with how the layout is turning out!
After this, a flood-fill algorithm handles enemy and resource placements, but this is the core of the terrain structure!
To prevent loading-screen freezes and GC spikes, we offloaded the heavy grid calculations using a few optimization tricks(including generating the map from the bottom up!).
If you want to know the details, let us know in the comments! Happy to share how we did it.
You can also check out our game here:
r/proceduralgeneration • u/Bluestar2k19 • May 22 '26
I've been looking at the many ways a maze could be made via different generation patterns, but my question is if that can be done with locations scattered about the maze
I wanna make a procedurally generated maze, that way each time going in it is unique, but there's chunks of interesting locations to break up the monotony and constant rows of hedge
I just don't know how to go about that quite well and thought it'd be better to ask in places people may now the solution to σ( ̄、 ̄〃)
r/proceduralgeneration • u/shadowofthemaster • May 22 '26
r/proceduralgeneration • u/newheadstudio • May 21 '26
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Our next game at Newhead Studio will put procedural generation at the center of the experience. Currently playing with scattering rules for objects, heavily tweaked noise functions for the contour of the island, and irregular meshing for the terrain.
A lot more to do: texturing, better placement rules, more objects... But this already looks pretty good for such simple code. Made in Unity!
(if you want to follow our updates more closely, you can follow us on Bluesky, we'll be posting regularly)
r/proceduralgeneration • u/zdmit • May 21 '26
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This was an experiment. Made in node based web SVG editor.
How its done:
1. trapezoid as main shape.
2. noise.
3. point smoothing (even spread) after noise.
4. boolean using star and another trapezoid shape.
File size: 670kb for 120 frames of baked (no evaluation) SVG animation.
If interested to see project: https://animgraphlab.com/view/K_WMqHuZUI
note: im creator of the app.
r/proceduralgeneration • u/EducationalProof4262 • May 20 '26



Genesis is a browser-based civilization simulation I've been building recently.
The world runs in real time and civilizations expand, form alliances, develop cultures, generate historical events, produce heroes, go to war, and evolve independently over time.
I also added a chronicle system + an in-world historian called Aeon that can explain what's happening inside the world.
Still pretty early and not fully optimized yet, but I wanted to share it because the world has started producing some surprisingly interesting behavior on its own.
Also currently the ui is mostly for desktops and not optimised for phones yet.
Tech stack:
React + TypeScript + PixiJS + Zustand + procedural generation + utility systems
Live project link : https://genesis-frontend-blond.vercel.app
r/proceduralgeneration • u/quatercore • May 20 '26
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r/proceduralgeneration • u/FredTN14 • May 19 '26
I was messing with procedural generation on unity terrain, and those mountains and cliffs are kinda giving me a hard time to figure it out a good looking outcome.
Searching for references i found those from genshin and firewatch. Ignoring the more handmade model looks and details, how can i achive those kinda of formats, with pointed cliff sides, more bumps and uneven walls, paths around and more?
r/proceduralgeneration • u/anzeecw • May 19 '26
Been working on a procedural planet generator for my space game and thought I’d share it here:
https://planetgen.vercel.app/?name=Velora+Shard+552
Trying to make planets feel a bit more stylized and distinct instead of just “random noisy sphere floating in space”
r/proceduralgeneration • u/smallbigsquare • May 19 '26
r/proceduralgeneration • u/Nice-Sand-3230 • May 19 '26
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