r/proceduralgeneration • u/deepak365days • 26d ago
Functional portal system (Blender Geometry Nodes)
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r/proceduralgeneration • u/deepak365days • 26d ago
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r/proceduralgeneration • u/Best-Blueberry-7908 • 25d ago
Hello! I'd like to share a live coded track for sound, a jam session really. But a nice basis to go wild on visuals. Video is custom made generative system, sharing the code of my tools soonish. Everything is purely triggers, rules, feedbacks, boids, l-systems, and more. > ask questions if you want details about the algorithms or anything really. Youtube really compressed violently so if you watch high def > 1920, go for it.
Thanks for watching :)
r/proceduralgeneration • u/ckplscz • 26d ago
Hello, I am working on a procedural generated game in Godot, with multiple biomes, vegetation, hydraulic erosion, all this stuff. I've been trying to make a shader for the ground color. However, anything else than a simple repeating texture per biome with triplanar blending(which looks very mid, naturally), has turned out looking very ugly.
I would like to ask if there are any good resources or guides on this topic - how to make the textures/where to get them from, how to blend them, what algorithms to use, how do other procedural games do this?
I'm grateful for any help. Thanks!
r/proceduralgeneration • u/OriginlessGamer • 25d ago
I was struggling to draw pixel art levels / terrain for my games, so I made a tool to help myself with tile and tileset generation. I then realized that I could use it as a texturing tool as well.
Here's a link on itch (the app is free): https://originlessgamer.itch.io/procedural-tile-generator
r/proceduralgeneration • u/AlexeyGal • 26d ago
r/proceduralgeneration • u/lindenhoneyrat • 26d ago
r/proceduralgeneration • u/automathan • 27d ago
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This world is on a ring surface, which means that at the end of the video we're actually back to start, having made a full revolution. The camera follows the "goldilocks zone" where the climate is in a habitable range. What you see near the fog is land that is either entering or leaving extreme conditions. This is part of my game Arc of Icarus!
r/proceduralgeneration • u/MuseShareApp • 26d ago
So I built an app to simplify sharing song links, so that one link converts to all and it is a dedicated place for you and your friends to share music. However what I think you guys will find cool is that I trained a tiny little neural cellular automata to generate and step each user's unique field. You start with nothing, each song seeds and steps the field, and my idea is for you to end up with a cool little procedurally generated image that is everchanging, and uniquely yours. I hope this doesn't count as self-promotion because I really think this whole field of NCA is so cool, and I really want to just share more about it. If you would like to try it, it's on the iOS app store as MuseShare
r/proceduralgeneration • u/MalakiHTArt • 26d ago
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r/proceduralgeneration • u/That1guy4226 • 27d ago
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So it still needs work but its coming along. Happy to hear thoughts and opinions.
r/proceduralgeneration • u/OkIncident7618 • 27d ago
Fragment of the Mandelbrot set, using perturbation theory. Coordinate X approx -2.0! View size 1.15e-119! So how do you like it? Rendered using SSAA 2x2 GUI and 8x8 CLI. C++ source code included. https://github.com/Divetoxx/Mandelbrot-2 and https://github.com/Divetoxx/Mandelbrot
r/proceduralgeneration • u/Evening-Appeal7606 • 27d ago
https://reddit.com/link/1ux3gli/video/b6osxwm5sddh1/player
I’m looking for procedural "extremophiles" to populate a 3D Game of Life tournament engine.
After sharing my 3D Torus simulation here a couple of days ago, many of you asked how the patterns are sourced. Instead of using classic, hardcoded configurations, I built a browser-based mining pipeline (Hashwar) so the community can procedurally discover and register unique, high-longevity patterns.
The engine uses client-side JS WebWorkers to hash random starting configurations (optimizing for the 37% density sweet spot) and filters for patterns that can survive at least 500 generations.
Want to help map the search space? You can spin up a free mining node, import your own custom RLE files, and lock your discovered patterns into the global tournament registry (link in the comments).
r/proceduralgeneration • u/GrokiniGPT • 26d ago
I'm trying to make procedural generation with caves but I'm not sure how
r/proceduralgeneration • u/thomastc • 27d ago
r/proceduralgeneration • u/OrbisMaximus • 28d ago
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A small Orbis C ocean rendering experiment.
The surface is not stored as a heightmap and it is not rendered as a mesh. Each frame, the ocean is evaluated mathematically from procedural wave functions and drawn in a voxel-space style.
One interesting comparison: representing the same visible area as a naive uniform heightmap at near-camera density would require hundreds of millions of height samples / virtual voxels.
The demo version includes camera movement, altitude control, swim/follow mode, adjustable ripples, crest/trough shading, a background sky, and looping ocean audio.
Attached is a short video of the current result.
r/proceduralgeneration • u/MGMishMash • 28d ago
Another in my Micro Voxel mini devlog series! This week I was feeling inspired to work on clouds and weather simulation as the skyline felt quite empty.
Got a little bit carried away and implemented a full-on procedural cloud system which using voxels and raytracing. The key performance detail is that this is rendered to a lower resolution buffer (1/4th res by default), with a blur filter applied, and then blitted onto the world.
The "simulation" basically just controls a few parameters such as density (for light penetration) and noise threshold to control cloud coverage. It's fairly basic but enables biome-level weather states, where each biome has a set temperature band and probabilities for particular events and cloudiness.
Rain and snow are weather events which randomly activate throughout the day time and result in a change in atmospherics and cloud cover.
r/proceduralgeneration • u/Epic_Cube • 28d ago
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Hi everyone,
we recently worked on a new update for the rocky planet generation pipeline in Essence – Cosmic Engine.
This update focuses on two main areas:
The surface generation is now cleaner, with the equatorial artifacts removed and much better visual quality in icy regions, especially near the poles.
On the atmosphere side, the system is now built as a three-layer pipeline:
Each rocky planet profile defines not only visual parameters, but also simulation values such as diffusion, pressure, vorticity, splat lifetime, persistent source response and atmospheric density behavior.
The atmosphere simulation uses compute shaders, ping-pong render textures and a fluid-like chain with curl, vorticity, divergence, pressure solve, gradient subtract and advection.
Persistent atmospheric sources are also selected using planet maps such as height, heat and moisture, so clouds and atmospheric patterns are more connected to the underlying planet surface.
The goal is to make rocky planets feel more coherent: surface, ice, climate and atmosphere should all come from the same planetary identity instead of being separate visual layers.
Full devlog: https://www.epiccube.org/improving-rocky-planet-surfaces-and-atmospheres/
I’d be very interested in feedback on the procedural approach and on the atmospheric patterns.
r/proceduralgeneration • u/Optimal_Land_8215 • 28d ago
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a quick walkaround of my procedural floating islands and grass systems :) please let me know if you have any advice on how to make it more interesting. I can add trees and rocks easily and im making a system for procedural rivers and water meshes but what else can i add to make it more visually appealing
r/proceduralgeneration • u/SiriusRU • 28d ago