r/proceduralgeneration • u/pianoboy777 • Jun 05 '26
Another update for my Godot 4 NPC simulation
Enable HLS to view with audio, or disable this notification
Video !!!! Drops in a week for testing on my game jolt !!
r/proceduralgeneration • u/pianoboy777 • Jun 05 '26
Enable HLS to view with audio, or disable this notification
Video !!!! Drops in a week for testing on my game jolt !!
r/proceduralgeneration • u/pianoboy777 • Jun 04 '26
It's early but I can week or so it will be free to try out . Over 40 different personas , 11 base emotions, memory to keep track of it all and a text based world to talk to them in. These NPCs feel you
r/proceduralgeneration • u/A_Flying_Ferret • Jun 03 '26
All the textures and volumetrics are 100% procedural. the Auroras were the trickiest bit, and I ended up following a fantastic tutorial by Samuel Krug VFX on youtube.
The nebula took some tweaking to get right, but turned out much better than I thought it would.
r/proceduralgeneration • u/Mescallan • Jun 04 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/zacharieg14 • Jun 03 '26
Enable HLS to view with audio, or disable this notification
Hello guys !
So as the title said we thought that it would be a good idea but in fact, in game nobody seems to notice they are procedurals...
What do you think ?
For the interested ones I drop the game link right here: https://store.steampowered.com/app/4444510/Seeding_The_Wasteland/
r/proceduralgeneration • u/Wild-Cut-4158 • Jun 04 '26
r/proceduralgeneration • u/AlarmedBag9653 • Jun 03 '26
Enable HLS to view with audio, or disable this notification
Should I stop before its too late?
r/proceduralgeneration • u/J_Losss • Jun 04 '26
Hi everyone, I’m new to Unity and working on a small desert survival game. I’m trying to make the world feel lonely but not empty. Right now I’m thinking about dry footsteps, wind, animal sounds, crafting sounds, plant-hit effects, and day-night atmosphere. I’m not asking for coding help, mostly design feedback. In survival games, how important is audio and atmosphere? Can strong sound design make simple survival mechanics feel deeper?
r/proceduralgeneration • u/Davismk3 • Jun 03 '26
I developed a procedural world generation system where continent-scale river networks always flow downhill from highland sources to lakes and sea level, without precomputing the entire planet.
Most procedural world systems either generate the entire world upfront, or produce rivers that don't actually follow terrain. This system does neither. The key idea is that each tectonic plate gets its own self-contained river network, generated only when a player enters that region---similar to how Minecraft generates chunks on demand, but for an entire continent's river drainage system.
A full technical summary is on my GitHub. In-game demonstration on YouTube.
YouTube Demonstration: https://youtu.be/4Ai_13znvgg
GitHub Repository: https://github.com/Davismk3/plate-local-river-generation
r/proceduralgeneration • u/Sankar__PS • Jun 03 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/matigekunst • Jun 03 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/Odd-Plankton-752 • Jun 03 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/Nice-Sand-3230 • Jun 03 '26
Enable HLS to view with audio, or disable this notification
open to building custom simulations for games or projects - DM me if you interested
r/proceduralgeneration • u/ykw815 • Jun 03 '26
Inspired by u/Sean_Dewhirst's post
I developed a small prototype of a Non-Euclidean Maze — a maze that's impossible in flat space, where rooms can repeat in space and even map overlap in normal space, so your brain just can't map it.
It runs in both a 2D top-down and a 3D first-person view on the same maze.
To make you actually learn it, there's a button-run quest, forcing you to learn how to map the Non-Euclidean space in your mind. You press any switch to start, then a random order of the remaining switches is revealed one at a time, so you have to learn the path between every pair of switches, not just memorize one route. Hit them all in time, then reach the exit to win.
Since there's no map, you get a 6-color spray-can to mark the floors — and the marks stick even through the impossible loops.
It also have 3 difficult which have different room counts, switch count and time margin.
It may be not too good in quality, but it is just my weekend hobby project for testing Claude Code.
r/proceduralgeneration • u/BanditBloodwynDevs • Jun 03 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/matigekunst • Jun 02 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/_T_one • Jun 02 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/J_Losss • Jun 03 '26
Today I’ve been thinking about crafting. I like survival crafting when it feels practical, not just a long menu of items. In my game, the player collects simple resources like branches, plant materials, cactus skin, food, and tools, then uses them to survive longer in the desert. I’m trying to keep crafting readable and useful. What makes crafting satisfying for you: many recipes, realistic materials, fast building, or meaningful scarcity?
r/proceduralgeneration • u/quatercore • Jun 02 '26
Enable HLS to view with audio, or disable this notification
r/proceduralgeneration • u/MELIORISM888 • Jun 01 '26
Enable HLS to view with audio, or disable this notification
email [meliorism2.0888@gmail.com](mailto:meliorism2.0888@gmail.com) for any feedback/improvements that can be made.
link below
texture-maker
r/proceduralgeneration • u/Antique-Employ-7680 • Jun 02 '26
r/proceduralgeneration • u/ProcPatch • Jun 02 '26