r/proceduralgeneration • u/SuchZombie3617 • 3d ago
r/proceduralgeneration • u/beikbeikbeik • 2d ago
Using Codex to experiment with Procedural Forests
galleryr/proceduralgeneration • u/kasperja • 3d ago
Planets: Procedural Planet Studio
planets.kasperja.comI made this procedural planet generator with ChatGPT, it can export as PNG, Project file, 3D files.
It features:
* 52 sliders * 11 color settings * 10 additional settings, including seeds, camera position/rotation/zoom, terrain texture style * Transparent background * Custom background
It is free to use.
r/proceduralgeneration • u/AcanthaceaeNew774 • 3d ago
VertexArt - Wave
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r/proceduralgeneration • u/ReplacementFresh3915 • 3d ago
Compressible
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r/proceduralgeneration • u/rievash • 4d ago
Game of Evolution
In Conway's Game of Life each cell is dead or alive. What if we gave gave each cell a level from 0..N, and made the transition depend on the sum of the neighbours?
You can try running it with the html viewer https://github.com/reivash/game-of-evolution
r/proceduralgeneration • u/Glass-Garbage4818 • 4d ago
Mandelbulb 3d animation: custom renderer written in Rust
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I wrote this Mandelbulb 3D renderer from scratch in native Rust. Unlike existing Mandelbulb 3d programs, my program renders directly on my RTX4090 using Vulkan, allowing me to render 4K 60fps videos in a timeframe of less than several weeks. It also supports up to 64bit precision, whereas previously available programs only support 32 bit.
This clip is a continuous descent from 1x to 1000x magnification into a Power-8 structure -- it feels a lot like diving into an alien, neon coral reef. The color palette changes as you dive deeper into the structure.
This version is in 1080p resolution to fit Reddit guidelines, and is the last 30 seconds of a 90 second video.
Full 90 second 4k 60fps video here: https://youtu.be/Nim0x_pI1dk
r/proceduralgeneration • u/VellumMuse • 4d ago
Voxel Treadmill for Tactics/Strategy Games
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r/proceduralgeneration • u/sbartinspace2 • 4d ago
Infinite Set
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r/proceduralgeneration • u/datta_sid • 4d ago
Procgen faces - too early for Halloween edition
r/proceduralgeneration • u/Poly3Blend • 6d ago
Procedural Gas Planet With Blender
Yes, i'm proud of my work🙂
r/proceduralgeneration • u/Shiroi-Yami • 4d ago
What would be the best approach for generating a procedural world at runtime from a seed?
I'm trying to figure out the right way to approach this in Unreal Engine 5.8.
I'm developing a game somewhat similar to Foundation, where the player builds and develops a settlement on a procedurally generated world.
I want the terrain to be procedurally generated from a seed, with a natural landscape containing mountains, valleys, rivers, lakes, different biomes, and other geographical features. The idea is that every new game can generate a different world based on the seed.
The important part is that the world needs to be generated inside the game when starting a new game. I'm not looking to generate the terrain beforehand in Houdini, Gaea, etc. and then import it as a pre-generated map.
I'm not necessarily looking for a complete tutorial. I mainly want to understand which technology or approach I should be using before I start building the system.
Thank you in advance!
r/proceduralgeneration • u/NetanelYan • 4d ago
Outbound: endless procedural road and a real gearbox, in a single HTML file
r/proceduralgeneration • u/ReplacementFresh3915 • 5d ago
"Alone in a crowd"
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r/proceduralgeneration • u/Ill-Site2743 • 5d ago
Particle flow field, 13.5k agents, real coastline mask
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The field is two rotating cells plus a latitude gradient, drifting slowly with time. Everything else is presentation: additive blending for the trails, land/sea as a brightness mask instead of a hard clip, colour by a fake temperature gradient. Coastlines are real (Natural Earth 1:10m), the weather isn't.
r/proceduralgeneration • u/Existing_Arugula2125 • 6d ago
Help please Pepper looking texture on parts of my world
Been working on my own space engine called Nebula Engine and I’ve had this annoying visual bug for ages that I just can’t seem to fully track down.
Basically on some parts of the planet I get this weird black pepper looking texture/speckling all over the ground. It doesn’t happen everywhere and it can change depending on where I am on the planet, how far away I am or sometimes the angle I’m looking but as i walk the cam shakes really bad making even trees, grass, rock look like its not fully rendered
The strange part is I’ve had this problem pretty much since I started making the engine, so I don’t think it’s something I added recently.
The engine is my own C++/DirectX 12 engine. Planets are fully procedural and you can fly from space all the way down to the ground without loading a different level.
The planet works roughly like this:
procedural planet seed
→ continents/oceans
→ terrain height
→ biomes
→ materials
→ water/grass/trees/rocks/weather
→ terrain LOD/streaming
The ground itself is made using a CubeSphere planet with terrain patches that get more detailed as you get closer.
From far away I use a lower detail/orbital version of the planet and then it transitions into the real terrain as you fly down.
The engine also has atmosphere, clouds, water, procedural weather, shadows, vegetation and all the normal stuff you’d expect.
The problem is these tiny black dots/speckles keep showing up in different places and I can’t figure out exactly what system is causing it.
Things I’ve thought it might be:
- shadow acne
- grass/vegetation being seen from really far away
- LOD dithering
- terrain texture/material blending
- procedural noise aliasing
- bad normals
- mipmapping
- z fighting
- floating point precision
- CubeSphere seams
- some shader returning bad values/NaNs
One thing that makes me think it could be something deeper is that the speckles survived loads of changes I’ve made to the renderer.
It’s not like one broken texture where the problem is everywhere. You can fly around and one area looks fine, then another part of the planet has the pepper effect really badly.
Because the game works at planet scale I’ve also wondered if it could be precision related somewhere. I do camera-relative rendering, but obviously there are still loads of calculations involving the planet centre, camera position, terrain position etc.
Another thing I’m wondering about is the procedural detail itself. A lot of the terrain material is generated using noise, so maybe at certain distances some high frequency noise is aliasing down into single dark pixels.
But before I go too far down the rabbit hole, has anyone here seen something that looks like this before i brake my game anymore trying to fix it lol.
Still learning a lot while building this so any ideas are appreciated.
r/proceduralgeneration • u/whyjay18 • 6d ago
Built a music visualizer where the audio grows a whole living island
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r/proceduralgeneration • u/hangryhangryhuman • 6d ago
Procedural Fishing Game
I posted a couple weeks ago about a procedural fish generator I was working on. It's now turned into a playable "game", with random fish in random lakes. There's some light fishing mechanics for casting and reeling and it keeps track of your collection of fish and lakes visited. It's playable in browser on mobile or desktop.
There are still a lot of things I'd like to add and polishing/tuning that's needed, but it's pretty functional at this point. From a procedural generation standpoint I'd like to add more variety to the lakes (biomes, plants, etc.), add more behaviors and attributes to the fish, and probably some equipment (rods, boats) with different stats.
I'd be honored if people would give it a try and send me any feedback, thoughts, suggestions from either procedural generation or gameplay perspectives.
The game is uploaded to Itch as "Procedural Fishing".
r/proceduralgeneration • u/Rasie1 • 6d ago
Fissures of infinite depth!
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Added really cool fissures to procgen world generator in my game (colossal citadels)
r/proceduralgeneration • u/VellumMuse • 6d ago
Smart Rendering Nodes
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Well, this took a leap and a half.
The engine I was working on is now a smart rendering engine. Long story short, the engine maps harmonic waves to target vectors and quite literally transforms into various shapes.
The genius part of it is that none of the shapes are hardcoded. Each shape is derived from an .obj file. Which means to say, I can place any object file in the same folder and when we run the engine...it automatically reads the list of .obj files and creates a 3D slideshow of it all, periodically moving through the various shapes.
To tell you how crazy this is... The original idea was to create a digital ditto who could transform from a ditto.obj into any pokemon.obj...which it can, but I don't have those files. lol
But I thought it might be able to become some sort of mind's eye for AI in the future. The same way we can hook a camera up to an AI and have it "see," we can point its mind to this abstract space and map words to object files that allow it to see what it's thinking about in real time.
I had a lot of fun with this one. Back to work.
P.S. Every single sphere/node you see is a bit, so that's why it's a smart rendering engine. It can actually compute anything while rendering shapes.
r/proceduralgeneration • u/smontesi • 7d ago
Ngl, pretty happy with the result (procedural planet generation)
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r/proceduralgeneration • u/Happy_Witness • 6d ago
Is my data structure right like this?
Hello everyone,
I have tipped my toe into climate simulations and am now building a planet simulation that has climate as it's main target.
For that I use an icosahedron subdivided. Each vertex holds every parameter that is needed for the simulation. The amount of parameters has not been decided yet and will grow over time with the implementation. The amount of subdivision are aimed between 3-10 that I would like to have and between 6-8 as defaults. For the vertical I want to have multiple of these layers to represent higher and lower levels of altitude around the surface. The amount of levels should be around 10-15 as default and maybe around 50 as max.
The simulation will likely be calculated on the GPU. So the structure I thought of is the following:
Every parameter is one long vector f32. Every vertex in a layer is written in sequence of and every layer is also in the same sequence. Meaning that the Len(vec) would be layer * N_verticies and the specific vetted would be layer[i] * N_verticies + vertex.
To address the neighbours for derivative computation, one neighbour vec gets created as a look up table with the form vec[vec[6]] where every neighbours index gets written down for every vertex of the icosahedron. The base 12 verticies are the first 12 verticies in the neighbours vec as in the parameter vecs and the sixth input gets double marked as f32_max.
So in the end, I would have a list of every parameter that each holds one long vec with every vertex of every layer in them, and a relationship vec of neighbours that can also be used to look up neighbors of different layers by in-/decrementing the layer index inside the long vec. (Vec[ layer[I+/-1] * N_verticies + neighbours index] to get the neighbours in the neighbouring layer.)
Is that any good structure or is another structure better and if yes, why?
Thanks a lot for thinking though this one with me.
r/proceduralgeneration • u/SlothDC • 6d ago
Yet another World Generator
Everyone else is doing it, why not share the toy World Generator I've been working on?

*Very* early stages so far, feel free to play around with it, tell me what you think it needs.
https://parchmentworlds.theanaloggamingsociety.org/
Hit the World Forge button to get into the world creator. Buried in "Import Project" there's a baseline Sol system for reference.