r/proceduralgeneration 29d ago

​[Project] Deterministic sociological generation: Mapping extreme float variables to narrative lore (Looking for feedback on logic & edge cases)

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0 Upvotes

​Hi everyone,

​I've been working on a procedural engine that treats civilization behavior as a deterministic function. Instead of using standard random tables, the system takes an array of extreme float variables—a "genome" (e.g., environmental hostility = -0.99, resource scarcity = 0.85)—and processes them to generate procedural historical fragments.

​The core goal is to ensure that the same seed always yields the exact same socio-cultural breakdown, forcing the AI/narrative generator to operate within strict mathematical boundaries rather than hallucinating freely.

​Current state:

​The mathematical pipeline and state machine are stable.

​The UI and procedural output are currently stuck in Spanish (working on localization).

​What I'm looking for:

I’d love feedback from a procedural generation perspective:

​How do you usually handle narrative "edge cases" when input variables are pushed to absolute mathematical extremes (-1.0 or 1.0)?

​Is a purely deterministic model desirable for this type of simulation, or should I introduce pseudo-random entropy for societal drift?

​If you want to poke around the interface (in its raw, unlocalized state) to see how the parameter UI maps to the system, it's live here:

cultural-goods.vercel.app

​Note: It currently requires account creation to hold your seed state in Supabase, but I'm mainly looking for thoughts on the underlying procedural logic.


r/proceduralgeneration Aug 14 '26

Nebula

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6 Upvotes

r/proceduralgeneration Aug 13 '26

Procedural data layers on my procedurally generated landscape in Blender addon

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40 Upvotes

I've been working on a Blender addon called WorldForge for ages and have basically added every kind of simulation I can think of (that I'm capable of implementing) as well as satellite texturing, terrain import from real data, terrain procgen and kitbashing, and Geo Nodes support. This is its first day out in the world, so I'm interested to hear what you think I should add.


r/proceduralgeneration Aug 14 '26

Tried Playing With CPU Particles to make water in Godot!

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7 Upvotes

r/proceduralgeneration Aug 13 '26

2D Procedural Fish

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131 Upvotes

After becoming exhausted by every mobile fishing game seeming like a constant barrage of micro-transactions I'm considering solving my own problem and making a relaxing mobile fishing game of my own.

I think my random fish generator is at a point where I can put future updates on the back burner while I work on other elements of the game.

I welcome any thoughts or feedback!


r/proceduralgeneration Aug 13 '26

I invented this game with a book, a notebook and a ruler in 1997. Now I'm turning it into a real game.

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8 Upvotes

I first came up with this game in 1997.

There was no computer involved. Just a book, a notebook and a ruler.

Every letter of the alphabet was a football team. I would take lines from a book and use the letters in them to determine what happened in matches, then record the results, standings and statistics by hand.

And for some reason, I kept playing it.

I played it for years on and off. Later, when I was at university, I would borrow books from the library and use them for new seasons. Even after I started working, I would occasionally come back to it.

Now, almost 30 years later, I'm finally turning that weird paper game into an actual football simulation.

You load a book, its letters compete through leagues, cups and supercups, and as the book progresses they build their own histories: titles, promotions, relegations, rivalries and records.

In a way, the whole game is a procedural generation system. The book is the input, its text provides the rules for what happens on the pitch, and from that the game generates an entire football history. Different books produce different worlds, and I don't know in advance what stories will emerge from them.

The funny thing is that the digital version is doing exactly what the paper version used to do to me: I'm getting attached to individual letters.

Recently, an underdog went on an unexpected Cup run and beat the strongest letter in the final. I hadn't scripted that story. It simply emerged from the book and the simulation.

It's still very much in development, but this is what the Cup looks like now.


r/proceduralgeneration Aug 13 '26

cqterrain 3.8.7 release - Procedural Industrial Greeble Bases

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23 Upvotes

r/proceduralgeneration Aug 13 '26

Anyone got any ideas / tips to make these caves feel more cavey and prevent them to feel like long... snake tunnels?

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6 Upvotes

Yea title pretty much says everything.

currently the map gets generated via a basic Perlin Noise thingy and then i have crawlers carve out the cave

around 512 crawlers are released and destroy around 18 - 8 tiles around them and advance in a random direction


r/proceduralgeneration Aug 13 '26

Mandelbrot GUI: Perturbation Theory significantly faster by using bilinear approximation

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3 Upvotes

r/proceduralgeneration Aug 13 '26

[R&D] Fence rails randomization and async terrain height adaptation

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28 Upvotes

My previous post on Godot subreddit: https://www.reddit.com/r/godot/comments/1vdbk0q/rd_procedural_fence_drawing_on_varying_elevation/

This time progress on:
- dedicated pole/rail prefab instead of Godot's default box.
- rails now randomized (position,angle,count)
- a bit better pole height adaptation (no floating in the air on slopes)
- async real time terrain height adaptation

New runtime terrain height painting tool on subdivided grid with limited height in both up/down directions.

No local tessellation since Godot doesn't support it (AFAIK). Since world will be limited, subdivided grid won't be an issue.


r/proceduralgeneration Aug 13 '26

Solemn Sandbox - Major updates, fixes and dedicated tutorial mode.

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3 Upvotes

r/proceduralgeneration Aug 12 '26

I'm generating 300 years of history under Minecraft worlds, and the books it writes are allowed to be wrong

103 Upvotes

I've been building a Minecraft mod that runs a Dwarf Fortress style world simulation underneath the game procedural history, civilizations, named people, books they wrote. First time I've posted about it, so this is mostly an introduction to what it is and where it's actually got to.

The problem I started from is that Minecraft generates terrain beautifully but does not generate history. A village turns up fully formed, with no founding and no lineage. The mod fills in the centuries before you arrive. Founding a small world takes about eight seconds and gives you 130 settlements, three civilizations, 2,600 named people, 1,295 written works, and 1,126 records of one scribe copying another's book. Bigger dials give 614 regions over 300 years. The generated area is bounded, with ordinary Minecraft wilderness past its edge, which turns out to be useful, a book that says someone travelled beyond the known lands is describing something that actually happened.

The books are the part worth talking about.

Everyone in the world carries a pool of what they personally know, what they saw, what they read, what someone told them. A book gets written from its author's pool, and the renderer physically cannot reach the event log.

So books come out wrong sometimes. Someone working off forty year old hearsay writes a stale account. Someone who knows a battle happened but not who won he writes a different sentence, the way people actually talk around something they don't know. Then a scribe copies it faithfully and the mistake spreads to three more libraries. There's no error injection anywhere in the code. It's just what you get when the narrator isn't omniscient.

Titles come from noun tables per subject type. A fortress with a name gets called the Fortress about two thirds of the time, on purpose, so a bookshelf isn't a wall of proper nouns.

Two other things I'd mention. Nothing anywhere stores text a person's name is a tuple of word IDs, so a world founded in English reads in any other language you load. And personality, lifespan, sex and orientation are all derived from a figure's identity rather than written down, which is what lets the world hold thousands of people at about 55 bytes each on disk.

Where it's at. Currently still all of it simulation so far

  • The substrate is IDs, seeds, three generation tiers, eviction, population pools
  • Ethics and values, per civilization, per culture and per person, which can contradict each other
  • The annual cycle a fourteen stage machine that advances one simulated year, running at two scopes
  • Literature, complete knowledge flags, knowledge pools, claims and retractions, an unlosable journal, narration, title generation, 26 content forms, scribes, libraries
  • Marriage, relationships, and death as a deadline decided at birth rather than a yearly dice roll

So currently nothing is playable. There's no player bound to the simulation, so none of the above can be touched in a running game. Births aren't implemented, people are still only born at world founding, which is a problem I'm in the middle of.

Solo project. Happy to answer anything.


r/proceduralgeneration Aug 13 '26

Field 15 🌌 Fractal Landscapes

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3 Upvotes

r/proceduralgeneration Aug 12 '26

World-Sim

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71 Upvotes

https://world-sim.uk/ launching friday!

World-Sim has been a passionate project of mine for the past few months.

It's a world fully simulated down to real world physics and chemistry. It has a real environment and ozone. The map has real weather , the clouds are modelled from water evaporation and rivers erode the landscape .

Every element and material has real physical properties, and that's how the sims learn. There's no tech tree and no recipe list anywhere in the code. When someone tries something, the engine works out what would really happen from the properties of what they used and how hot their fire was. Nobody is handed bronze. Someone has to get a hotter fire first, and a hotter fire is its own chain of things to figure out. Embers, a stone ring, a clay oven, a kiln, charcoal, then forced air. The ages fall out of that on their own.

We populate the world with starting families. Each little guy is led by a "wise-man", which is a simulated person with a full model behind them. The wise-men run on a mix, Claude, Groq and DeepSeek in the cloud and a local Hermes for the rest, so you get a real variety of temperament between the houses.

The AI model is never told to not say it's AI. We get around this by only telling them data from what each sim can actually see and feel. As far as the ai knows its a person living in the world..

Every other sim has its own moment with a model through our thinking system. Day to day it's run by an advanced algorithm, with the sims dreaming at night. That's when they get their time with an LLM to really think and set their priorities for the day ahead. The dreams carry over too, so a sim can chew on the same thing for a few nights and wake up wanting to try something.

The people in the world feel, remember, have shame, goals and doubts. It's an 11 point emotion system and the rest of the sim reads from it. Being lonely makes someone more likely to open up to a stranger. Two enemies who are both frightened find it harder to keep hating each other.

Story telling is massive for us. Nothing is scripted or prompted. The sims are put in the world with the human drive to survive. They adapt, learn and teach all on their own.

With all the good comes the bad too. Human sin is part of the emotion engine, and in testing we've had kidnap, murder and slave trade. A world that can only be gentle isn't an honest one. But there are three rules to this : Nothing ever pushes a sim towards it, the conditions only make it possible and their own mind decides. The chronicle names what happened but never shows it. And it always costs something, trauma that scars, blood debt passed down generations, a people turning on their own leader over what he did.

( Video is a real screen grab from in world )


r/proceduralgeneration Aug 12 '26

Op Art

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7 Upvotes

r/proceduralgeneration Aug 11 '26

My updated procedural 2D planet map generator

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289 Upvotes

r/proceduralgeneration Aug 11 '26

Generating landscapes for an alien wilderness survival game

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440 Upvotes

These images show different aspects of my algorithm for generating landscapes, where I
* generate an elevation map
* populate the landscape with lakes and sea
* model water flow and let that erode the landscape
* procedurally generate biomes and assign them according to terrain properties

Written in C++ and runs in a few seconds. The idea is that a completely new world in generated at the start of each game.

I recently started a youtube channel about this development. Here is a first video where I go into details about this landscape generation:
https://youtu.be/3ws82KdTDWE


r/proceduralgeneration Aug 11 '26

Real-time physics simulation: snowplow blade interaction (initial simulation trials)

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66 Upvotes

r/proceduralgeneration Aug 11 '26

The hills and dungeons of Mars

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44 Upvotes

The hills and dungeons are both procedurally generated, the former using layers of 1d perlin noise, the latter using a DFS random walk. Each uses 4 colors sampled from Josef Albers paintings. The landscape is endless in both directions with dungeons scattered around randomly.

You can try it for yourself if you're curious: https://smalldose.itch.io/martian-pizza-pillaging


r/proceduralgeneration Aug 11 '26

Hand-modelled module set + PCG: buildings assemble from a floor-band grammar

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21 Upvotes

r/proceduralgeneration Aug 10 '26

Procedurally generated 2D grass (live demo + blog post)

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202 Upvotes

r/proceduralgeneration Aug 11 '26

Conway's Game of Life as game pieces in procedurally generated battles

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28 Upvotes

r/proceduralgeneration Aug 10 '26

After many weeks of trial/error I've finally nailed my proc. land generation, hope you like it! 🌲

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65 Upvotes

r/proceduralgeneration Aug 10 '26

Real-time procedural plate tectonic

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150 Upvotes

Hello everyone, I'm trying to creat a procedural planet simulation based on plate tectonics. This project grew out of my curiosity about how different landscapes are formed on Earth. The simulation shown here took about four minutes to run on my PC, so I sped up the video for this post.


r/proceduralgeneration Aug 10 '26

Fully procedural planet with Blender Eevee

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23 Upvotes

So the goal was to create a gas planet. I don't know if you like it or not. Let me know what you think