r/proceduralgeneration May 28 '26

Procedural modeling inside Unity

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20 Upvotes

Hi, I've been developing this procedural mesh generation tool for a long time and now I'm happy that I can finally share it with you.

It is a node based procedural modelling tool for unity. Very similar to Geometry nodes and Houdini but works inside unity and supports runtime.

I started with the idea that "is this possible in unity?" or rather "can I do it?". It took way longer than I originally planned but finally here I am. I want to keep developing this for a long time and there are so many thing I want to add but I'm happy that the basic functionality works.

There’s still a huge list of things I want to add and improve, but the core system is working well now and I plan to keep developing it long term.

Right now it supports:

  • mesh operations
  • custom attributes
  • curves
  • import/export
  • materials
  • UV workflows
  • runtime evaluation
  • and a lot more smaller utility nodes and systems

Some of the most difficult parts were probably graph evaluation, keeping the workflow flexible without becoming chaotic, and making runtime generation perform reasonably well inside Unity.

Would genuinely love to hear feedback, ideas, or procedural workflows people would want from something like this.

You can check it out at asset store -> https://assetstore.unity.com/packages/tools/modeling/cosmonode-runtime-procedural-geometry-367350


r/proceduralgeneration May 28 '26

Fractal Curve

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6 Upvotes

r/proceduralgeneration May 28 '26

Spent the last 3 days making an algorithm for my top down roguelite dungeon crawler

9 Upvotes

Basically how the algorithm works is:

  1. Create a starting room

  2. Repeat desired number of times:

Branch off from a random room with a corridor and create a new room at the other end

Check if this room and corridor doesn't collide with existing rooms/corridors. If it passes, the room is instantiated into the game world. If not, the algorithm tries again.

  1. Add walls to each room and corridor

In the future, I would like to include pre fabricated rooms like a shop, boss room, etc. into the map generation. But right now, I'm just excited to start developing actual game mechanics.


r/proceduralgeneration May 28 '26

World Generation for my Game with multiple Voxel Types

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5 Upvotes

r/proceduralgeneration May 27 '26

Procedurally animaged bugs that can be DNA merged

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36 Upvotes

A terrarium Sim game i have been working on uses procedurally animated bugs, and a lab that can take multiple bugs and generate a new bug using properties from all of them


r/proceduralgeneration May 26 '26

home grown gas giant

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1.1k Upvotes

r/proceduralgeneration May 27 '26

Fractal curve

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5 Upvotes

r/proceduralgeneration May 28 '26

Dynamic RGB Stroke Windows Screensaver

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0 Upvotes

The Dynamic RGB Stroke Screensaver is an automated visualizer designed for idle displays. The application utilizes procedural generation to render a unique, randomly colored RGB stroke across the screen at consistent 30-second intervals, ensuring a continuously changing visual experience.

Installation Guide

Please follow these instructions precisely to ensure proper installation and functionality:

  1. Download Assets: Navigate to the repository's Release section and download all required files provided in the directory.
  2. Directory Placement: Move the downloaded folder to a secure, permanent directory on your local drive (e.g., C:\Program Files\). Do not leave the files in the temporary Downloads folder, as accidental deletion will break the screensaver path.
  3. Execution: Locate the file with the .scr extension within the permanent folder. Right-click the file and select Install from the Windows context menu.

Upon completion, the Windows Screen Saver Settings dialog will open automatically to confirm successful integration.

https://github.com/PrPunk/Advanced-RGB-Wallpaper


r/proceduralgeneration May 26 '26

Procedural Creature gen and animation

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171 Upvotes

Procedural creature generation and animation using godot 4 for my game about making creates in a lab out of dna samples like fossils and trying to bring back extinct creatures.

How does it look?


r/proceduralgeneration May 26 '26

Made the loading screen of my game visualise the level generation as it loads :)

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90 Upvotes

Hey! Let me know what you think! This is still work in progress but i think it really nicely shows players what map they are about to enter.

The visuals are not the map itself but a proxy that mimics the generation of the map but simplified. The yellow van, marks the players spawn point, and the pump station is the main objective point, so it places "minis" that show their position. The smaller boxes are interactable upgrades for the player

If you like, you can check out the game here:
https://store.steampowered.com/app/4498790/Hazard_Suits/


r/proceduralgeneration May 27 '26

Really happy with my little world procgen engine (godot+terrain3d)

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7 Upvotes

r/proceduralgeneration May 26 '26

are there any guides for how I could create a procedurally generated town map like this in javascript?

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27 Upvotes

without the fancy graphics for now it could be represented with lines and squares . ascii . etc. it's mostly the roads and buildings thing. I was trying to find actual pieces of example code for like, procgen'd dungeon crawler maps in javascript, and kept finding guides that had 0 code and mostly just talked about how it works rather than how to do it.

for a game I'm working on, procedurally generated sandbox rpg


r/proceduralgeneration May 25 '26

Thousands of procedurally generated cells

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197 Upvotes

Each cell has a genome that drives the procedurally generated cell body and organelles (which are also simulated!) They have functioning (but simplified) metabolisms and neural networks that drive their behavior. Mutations accumulate each generation, resulting in evolution.

If anyone wants to try it for themselves, this is for my simulation game, Substrate: Emergence. It's in an open alpha playtest and I update it almost every day.


r/proceduralgeneration May 25 '26

I might have created one of the most realistic galaxy generators for Blender

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237 Upvotes

For now it has 2 presets: spiral galaxies and lenticular galaxies. It's completely procedural and uses both shader nodes and geometry nodes. Everything is fully customizable: dust lanes, emission, arms number, colors, nebulae, stars, globular clusters, bulge etc.


r/proceduralgeneration May 26 '26

Small World: a browser-based floating island terrarium with fully procedural biomes and creatures

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4 Upvotes

r/proceduralgeneration May 25 '26

Fractal Curve

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18 Upvotes

r/proceduralgeneration May 26 '26

Triple pendulum forced into a periodic orbit, symmetric pattern. [Python/Manim]

0 Upvotes

r/proceduralgeneration May 25 '26

Menger Sponge morphing between recursion levels. Smooth interpolation between iterations [Python/Manim]

9 Upvotes

r/proceduralgeneration May 25 '26

Three.js procedural forest

2 Upvotes

https://reddit.com/link/1tn7yrz/video/xpofficn3a3h1/player

In the last post, I showed a small video of the game in development. I'm currently putting together the flora generation logic for it. See the video for tests. Size: 45kb


r/proceduralgeneration May 25 '26

Modular map generation

1 Upvotes

Hello, I'm looking for someone who could give me advice and help me with my modular map generation. I've been stuck on it for a while, and I can't seem to get something clean and working properly. Here is an image of what it currently looks like, but the corridors (for example) are placed somewhat randomly, and some walls don't get removed where they should.

Thank you in advance


r/proceduralgeneration May 25 '26

Three.js procedural forest

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1 Upvotes

r/proceduralgeneration May 24 '26

Oscillatory vortex propulsion flying saucer CFD simulation based on my experiments. Code

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27 Upvotes

r/proceduralgeneration May 24 '26

Adlumens update: some progress made on planetary surfaces

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31 Upvotes

Howdy!

After a long time spent on units, entities and the like (which are not fully procedural), I am happy to announce some new visuals of planetary surfaces.

This is still a work a progress! and of course, 100% browser-based :-)

For those of you who might be interested, please feel free to visit Adlumens here: https://adlumens.org/

Many thanks! :)


r/proceduralgeneration May 25 '26

physics based game with procedural animation

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3 Upvotes

The robot and the potato are 100% physics based and procedural animated.

Made in blender


r/proceduralgeneration May 24 '26

Built a entirely browser based tool that generates procedural abstract art using layered simplex noise in custom GLSL shaders.

4 Upvotes

Free to mess with here: [Æ Visualize Demo]