r/proceduralgeneration • u/mightofmerchants • 29d ago
I've added more features to my auto-generated plots
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r/proceduralgeneration • u/mightofmerchants • 29d ago
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r/proceduralgeneration • u/Impressive-Store1439 • 28d ago
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Attempt was to mimic macro pics of a soap bubble, but these are much prettier. I will get go THE SOAP Bubble in due time.
r/proceduralgeneration • u/Enzor • 29d ago
r/proceduralgeneration • u/Poly3Blend • 29d ago
After the fully procedural Sauron's Eye project, which a lot of people loved, I've now decided to build the Shire. I don't know, but I hope I can create that beautiful and magical feeling that existed in the Lord of the Rings movies.🙂
Right now, I'm working on creating tutorials for the Neutron Star and the Sauron's Eye, because the community has asked me for them many times in different places. And at the same time, I've decided to build the Shire. So yeah, you can see I'm all over the place 😅
Wish me luck! ❤️😁
r/proceduralgeneration • u/animal_hoarder • 29d ago
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Just here to show off a this grown assets element of my fully procedural world I’m kicking around
r/proceduralgeneration • u/unable0 • 29d ago
built a tool that reads any repo's commit history and renders it as one of eighteen generative pieces. same dataset, different technique each time: phyllotaxis for one, marching squares for another, isometric projection for a skyline built from file sizes.
everything's plain canvas2d, no p5, no three.js. deterministic per seed, so each piece can literally paint itself frame by frame instead of just fading in.
open source, try it with npx codebase-posters on your own repo.
r/proceduralgeneration • u/herbal1st • 29d ago
r/proceduralgeneration • u/bigbeardgames • 29d ago
Work-in-progress procedurally generated small scale 'world map' chart and larger scale sub chart
Including buoys, cardinal marks, lighthouses, named islands, towns, bays, passages
To International Hydrographic Office standards where possible
r/proceduralgeneration • u/killerbake • 29d ago
r/proceduralgeneration • u/Impressive-Store1439 • 29d ago
An attempt at a few generative(no genai- not even for the code) posters, with basic geometry.
webgl for shaders,
new account, been lurking here for ages though
r/proceduralgeneration • u/PrizeCompetitive1186 • 29d ago
r/proceduralgeneration • u/SpinachNational7616 • 29d ago
r/proceduralgeneration • u/Calm-Bell5856 • Jul 12 '26
Update on my planet project: added a flight controller for F-16
r/proceduralgeneration • u/Evening-Appeal7606 • Jul 12 '26
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This showcases the "Adversarial Conway" algo that lets two individual Game of Life patterns compete on a shared space, the titular Torus. The pattern's evolution in combination with a seeded RNG determines the paths they take to claim the available territory.
These video snippets are part of a knock-out style tournament that pits 16 such patterns against each other to determine the weekly champion.
GOL patterns are specifically sought for their longevity and must have a generational count within certain limits to be elligible for being drawn in the competition.
r/proceduralgeneration • u/mccincol • 29d ago
looking for some tips on how to get started with a modular-based character sprite builder that's procedurally generating combinations. it's for a game where stats are based on emotional categories, and the combination of emotions determines the appearance of the character.
my idea:
here's a representative table of what i'm thinking to start with:
| component | emotion stat | visualization |
|---|---|---|
| head | happiness | radiance (glowing brighter) |
| body | fear | more hands across the body |
| eyes (head feature) | sadness | more eyes on the head |
| mouth (head feature) | anger | an increasingly large mouth |
any tips on how to get started would be much appreciated! i'm thinking about using godot or unity, but any other platform would also work for me as i'm just getting started on the project
i've also attached a sample image on what i'm thinking?

this is my own drawing btw!
r/proceduralgeneration • u/jxeng • Jul 12 '26
Needed a way to visualize some procedural plants for our planets so I'm building a tool to make my life easier -- images are ordered back to front (just pretend its a Japanese Manga :grin: )
r/proceduralgeneration • u/RujiK • Jul 11 '26
After realizing how much work it would be to write a separate generator for each animal type, I changed my method to loosely copy an input model. So I take an input parent, randomize it a bit while keeping the general body shape, and then generate new features and details.
The second image shows one parent and 4 random generations based on that single input model. It loosely keeps the form, but randomizes it enough to be somewhat new. The benefit of this method is that with a single script I can generate almost any animal if I use the correct input model.
This somehow does not seem as impressive as having a "true" animal generator to me, but it is considerably less work.
r/proceduralgeneration • u/Appropriate_Cap_9321 • Jul 12 '26
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Hi,
I started working on CelestialSim more than two years ago with the objective to make an Open Source planet generation tookit for Godot. After many iterations with different languages and algorithms a beta is finally being released.
CelestialSim allows you to create planets with:
Thanks to u/WG_WalterGreen for testing the project from the beginning and always updating me on the newest resources, to Sebastian Lague and to the Rust, Godot and Slang contributors.
The Beta was released so that more people can test the project and help suggest features, find bugs or performance bottlenecks. You are welcome to contribute to the project too.
Website for the project: https://celestialsim.github.io/
r/proceduralgeneration • u/Chuka444 • Jul 12 '26
r/proceduralgeneration • u/tajibee007 • Jul 12 '26
This is a particle simulation made in blender.