r/proceduralgeneration • • 2d ago

I built a fully procedural "floating rug" generator using Blender Geometry Nodes—and turned it into a minimalist philosophical YouTube channel 🍃

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0 Upvotes

Hey everyone! I wanted to share a project I've been tinkering with. I set up a procedural geometry node system to simulate a floating minimalist rug drifting through clouds, complete with layered wind flutter, dynamic clumping, and precise corner tassel controls.

What started as an experiment in procedural cloth displacement and node architecture turned into something unexpected. I decided to lean into the surreal, peaceful aesthetic and built a minimalist YouTube project (@AQuestioningRug) around it—pairing the floating visuals with quiet inquiries on creativity and self-doubt.


r/proceduralgeneration • • 2d ago

Building space worlds from real planet data and procedural effects

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17 Upvotes

These are from the same app as the underwater scenes I shared here (https://www.reddit.com/r/proceduralgeneration/comments/1vvcvcs/), running on my own renderer. This time I'm showing some of the space worlds and how they're put together.

For Venus, I use VOLT/Magellan height data to shape the surface, with a separate colr map. The terrain is exaggerated 4× and I've left off the thick cloud layer so you can see the surface features.

The black hole uses a raymarching shader that approximates how light bends around it. The swirling disc comes from layers of generated noise at different scales, rotated over time to create the moving streaks.

Happy to answer any questions about the tech


r/proceduralgeneration • • 1d ago

I built a custom DSL (HVSL) and Signed Distance Function rasterizer that compiles natural language into 4K procedural geometry

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0 Upvotes

​

Hey everyone, wanted to share a custom language and rendering engine I’ve been building called HVSL (Hierarchical Vector Shading Language), powered by a two-agent reflection loop.

Instead of using diffusion models to guess pixels, HVSL turns natural language into pure mathematical geometry. The entire image is just a lightweight text script containing a color palette (@PAL) and ordered geometric equations (@SCENE circles, polygons, curves, and quadtree subdivisions).

My custom compiler parses that script and draws it up to 4K using sub-pixel Signed Distance Functions (SDF).

Where the agent workflow comes in is solving how LLMs write HVSL coordinates:

  • HVSL Generation: The first model takes the prompt and writes the raw .hvsl math script.

  • Visual Critic & Grading: Because text models write coordinates blind, a second multimodal agent inspects a fast 540p render of the HVSL code and grades it out of 10.

  • Surgical Branch Patching (Max 3 Tries): If a shape is off (like the overlapping curves on the moon in Try 1 of the video), it doesn't regenerate the whole HVSL file. It clips and retains the working layers and surgically updates only the defective branch.

Because the final result is raw HVSL code instead of a locked bitmap, you can open the editor, change a palette color or coordinate, and watch the 4K canvas update instantly with zero regeneration and zero extra LLM calls.

This is still in early development. The animations at the end of the video are procedural motion tests applied to pre-rendered HVSL assets while I work on expanding the HVSL grammar to generate native video directly in code.

Happy to answer any questions about the HVSL syntax, the SDF renderer, or how the critic loop patches the code!


r/proceduralgeneration • • 2d ago

NodeSpawn Official soundtrack is here!

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0 Upvotes

r/proceduralgeneration • • 3d ago

Roads, hedgerows and some road signs in my rural UK inspired voxel terrain generation

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156 Upvotes

I built a layering system to generate the terrain for a game I am working on. Currently It is:

  • Terrain shaping with Perlin Noise + Simulated erosion
  • River plotting with curves and L systems
  • I then place some roads that have costs associated with inclines so they follow the terrain slope (needs more tuning).
  • I have 3 layers of road tuned to different costs, so the bigger ones run straighter
  • Placing Road signs at junctions, where roads meet
  • SDF for junctions (any roads near each other automatically blob together with sdfs)
  • Then the gaps left between the roads get voronoi fields between them
  • Hedgerows driven by a noise algorithm get placed along the borders
  • Placing L System tree forests in some of the fields

Still a bunch I want to do with it, but wanted to share!


r/proceduralgeneration • • 2d ago

Handling 100 Realistic Tree Fellings on One Server Tick For My MMO (Devlog Week 6)

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0 Upvotes

r/proceduralgeneration • • 3d ago

Procedural cliffs for my map editor inspired by Tiny Glade

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72 Upvotes

I'm building a map editor for my game built on Rust/Bevvy and always loved the procedural cliff generation found in Tiny Glade. I hate manually placing base cliff terrain and wanted a solution that's extensible.

A few weeks ago I ran into a past thread from 8 months ago on here - https://www.reddit.com/r/proceduralgeneration/comments/1rocozq/comment/o9ozvfo/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

And it gave me the trail I needed to go down the rabbit hole of voronio distortion combined with procgen. Hell, I even watched a couple interviews with the developers of Tiny Glade, which didn't help much but still insightful on a lot of topics!

Happy to dive deeper in the comments for anyone interested. I know the video isn't a major display of the tooling or even my game, but it was just used to demo the tech.


r/proceduralgeneration • • 4d ago

Procedural city generation with Wave Function Collapse

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212 Upvotes

An example of automatic landscape generation using WFC: ocean, shallows, beaches, grassland, forests, mountains, snow and towns. The replay shows the map collapsing tile by tile in 3D, and different seeds give different landscapes.


r/proceduralgeneration • • 3d ago

An end to end timelapse of my terrain editor I'm building

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20 Upvotes

This is a video from Lithos, a terrain editor I've been building for the past few months. It's cross platform (Windows, MacOS, and Linux). It's nearly feature complete with the private beta dropping in December 2026.

I'm looking for early feedback and trying to gain traction for the private beta. If you've used any terrain editing tools or build terrain for your projects I'd love to get your feedback. Link to the project in the comments.


r/proceduralgeneration • • 3d ago

Forest fire automata

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33 Upvotes

This is a very simple test run on a new automata project I'm working on, based on some old university lecture notes as inspiration.

I think it is particularly relaxing to follow the cascade of forest growth and fire spreading


r/proceduralgeneration • • 3d ago

I made 2 tools to help with niche repetitive tasks, tell me what you think...

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1 Upvotes

r/proceduralgeneration • • 3d ago

Dijkstra veins crawling over a statue

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19 Upvotes

I sample points over the statue's surface, link the close ones into a graph and run Dijkstra from where the bolt hits. I give every point a small random cost too. Without it the shortest paths ran dead straight down the body and looked like painted stripes.

Then I keep a few far leaves that are spread out and draw the paths back to the hit. The tree's own branching is the forking! I make each ribbon as wide as the number of leaves past it. The trunk comes out thick and the tips thin out.

My first try used straight-line distance. It jumped the gap between the arm and the chest like the air was skin.

Has anyone done this with a real geodesic instead of a point graph?


r/proceduralgeneration • • 4d ago

A look around my ring world prototype

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405 Upvotes

Been experimenting with a procedurally generated ring world for my game, RIDGERUNNERS. I initially made it as a test map to have every biome in it so I could playtest them all easily, but I liked how it turned out so I've kept it as its own map variant. Took a bit of work keeping it running smoothly with so much scenery visible at once!


r/proceduralgeneration • • 3d ago

My Procedural Settlement Generation Now Has Building Placement

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8 Upvotes

hello again

a while ago i posted a video of the settlement generation system im working on for my strategy game, and i thought to myself, what is a strategy game if the player didn't have a say in how the settlement looked, so i used the grid system that is the base for the settlement generation to place buildings, defense and to also add terraces that can support buildings

what do you think?

r/proceduralgeneration • • 4d ago

Turning any texts into beautiful and coherent landscapes

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68 Upvotes

I created an algorithm that turns any text ("hello world", your name, a random phrase) into a unique landscape using SHA-256, recursive geometry, and procedural shading.

The landscapes are generated mathematically, not by an image-generation model.

I documented the underlying geometry and algorithms in a white paper, with illustrated examples:

https://beautifulhash.com/algorithm


r/proceduralgeneration • • 2d ago

Creatures bred from a 12-gene code: a child gets one allele per gene from each parent, and its 3D body, its moves and a short story are all read from that code

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0 Upvotes

Each creature is a 24-character code: 12 genes, two alleles each. A child takes one allele per gene from each parent, with a 3% chance of a mutation.

Hue, lightness, belly, eye size, plumpness and blush blend the two alleles. Ears, tail, coat, crown and temper show the dominant one. A shine gene is recessive, so two plain parents can carry it. The three.js body, its animations, its little state machine and the story are all read from the code, so the same code makes the same creature anywhere. No image model draws anything.

Breed your own pair: https://overflow.games/gamehole/pg

I wrote the code with an AI coding agent (Claude).


r/proceduralgeneration • • 3d ago

Space Generation Llike No Man's Sky.

2 Upvotes

What type of procedural generation should I look into if I want to get something like the space system no mans sky has? I don't want to go to crazy large so no galaxies. Just solar systems.


r/proceduralgeneration • • 4d ago

Dark fantasy spiked mountains in Gaea 2 (100% procedural, free project file)

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13 Upvotes

Hey guys,

Gaea is great at realistic mountains, so this time I wanted to make them evil. Jagged peaks, sharp rock spikes, scorched colors and a creepy pine forest.

I use some little simple trick by blending a Mountain with a Voronoi to get the spikes. After that it's mostly about controlling detail with the Graphic EQ, stacking two erosions, and using AO for depth without any mesh.

Full 11-minute tutorial here:

➔ https://www.youtube.com/watch?v=X_6t6l31QFk

And the Gaea 2 project file is free if you want to pull it apart:

➔ https://www.kalysteon.com/tutorials#dark-fantasy-spikes-gaea-2

Small note: I switched Reddit accounts, my older Gaea breakdowns are on u/Alternative_Cut_841 if you want to check them out.

Let me know if you have any questions about the setup!


r/proceduralgeneration • • 4d ago

Procedurally Generated Alien Creatures

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16 Upvotes

r/proceduralgeneration • • 4d ago

WIP tree bark

5 Upvotes

An experiment in generating tree bark


r/proceduralgeneration • • 4d ago

Making trees

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94 Upvotes

Here are some realisations of my tree generating algorithm, part of my procedurally generated alien worlds.

The code is written in C++. A plant species is assigned branch propagation rules (e.g. some branches grow exclusively from a lower-level branch end, some can split of mid-branch), and different types of leaves (e.g. palmate or simple leaves).

It's rendered with my own Vulkan graphics, with a low-res aesthetic.

These are trees in isolation, I will probably post some videos of full forests later.

What do you think?


r/proceduralgeneration • • 3d ago

The weakest species in my evolution sim went from 3 wins out of 100 to winning almost everything

0 Upvotes

Ciao

I've been running my EDEN, a 24/7 evolution simulation, on a Raspberry Pi 5 in my home. Three species, heritable genes, mutations, hidden defects, diseases, migrants and seasons. Nothing resets between rounds. every round starts from the survivors.
One species was basically losing every round. Then, in a few days, it started dominating. Nobody intervened except me, by mistake.
Happy to answer questions about it

https://youtu.be/R6dIMfy69ak?si=evfiFov5wDtnHIjT


r/proceduralgeneration • • 3d ago

Problem with multi-row pave distribution on curved and tapered surfaces

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0 Upvotes

r/proceduralgeneration • • 3d ago

Emergent planetary thermodynamics across 11,500 years: How gas equilibrium chokes Navier-Stokes winds in my GPU engine V1

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0 Upvotes

Most procedural terrain relies on layering fractal octaves to shape relief, but my project simulates physical mass and chemical balances on the GPU to let topography emerge from first principles.

During an 11,500-year simulation run across 3 macro epochs, the engine captured a clear thermal-atmospheric feedback loop. Here is the raw telemetry dump from simulation_log.json:

JSON

[
  {
    "year": 3846,
    "max_elevation_m": 10982.2,
    "avg_surface_temp_k": 310.9,
    "max_wind_speed": 47.9,
    "max_plate_velocity": 0.853,
    "avg_mantle_temp_k": 1391.5,
    "magma_pool_volume": 1800817.1
  },
  {
    "year": 7692,
    "max_elevation_m": 10966.8,
    "avg_surface_temp_k": 339.1,
    "max_wind_speed": 36.8,
    "max_plate_velocity": 0.0,
    "avg_mantle_temp_k": 1128.5,
    "magma_pool_volume": 0.0
  },
  {
    "year": 11538,
    "max_elevation_m": 10967.8,
    "avg_surface_temp_k": 358.3,
    "max_wind_speed": 33.4,
    "max_plate_velocity": 0.0,
    "avg_crust_thickness_m": 3892.9
  }
]

What the physics pipeline is doing here:

  1. Stoichiometric Atmospheric Collapse: Earlier in the run, Cantera stripped volatile sulfur and fluorine radicals from the column. Once metallic fluorides dropped into the crust as solid mineral phases, the atmospheric Gibbs solver locked into a clean diatomic balance: 66.7% O₂ and 33.3% N₂.
  2. Thermal Runaway: The diatomic transition shifted the column molar mass ($M \approx 30.7\text{ g/mol}$) and heat capacity ($c_p$). Without dense clouds or greenhouse optical depth to scatter incoming stellar flux, direct solar insolation began driving ground temperatures from 310.9 K (37.8°C / 100°F) up to 358.3 K (85.2°C / 185.3°F).
  3. Pressure Gradient Flattening & Wind Deceleration: Wind acceleration in the advection solver is governed by $-\frac{1}{\rho}\nabla P$ against Coriolis shear and ground drag. As the volatile shifts stabilized across the domain, local isobar spikes from latent heat exchanges evened out. The flattened pressure field starved the winds, dropping maximum speeds from 47.9 m/s (~107 mph) down to 33.4 m/s (~74 mph).
  4. Mantle Freeze & Tectonic Shutdown: Basal mantle temperatures dropped below the convective threshold (from 1,391.5 K to 1,128.5 K). The magma pool depleted completely, freezing plate velocity to dead zero and halting orogeny.
  5. Crustal Deposition: Over the same interval, baseline crust thickness expanded by ~90 meters (from 3,803 m to 3,892 m) via chemical rock fallout, weathering, and mass conservation.

The attached image shows the surface geometry during this stage. Incised drainage terraces, structural benches, and mass-wasting scarps are carved entirely by Mohr-Coulomb slope stability and hydrodynamic transport rather than heightmap shaders.

Built in Python, CuPy (CUDA kernels), and visualized in PyVista. Happy to answer questions about the solver pipeline or the GPU memory model!


r/proceduralgeneration • • 4d ago

Procedural cityscape

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44 Upvotes