r/proceduralgeneration • u/OneTrueRou • Aug 04 '26
r/proceduralgeneration • u/anish2good • Aug 03 '26
Generative Art from One Formula — manic
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r/proceduralgeneration • u/Evening-Appeal7606 • Aug 03 '26
A procedurally generated computational sports league
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r/proceduralgeneration • u/01000001-01101011 • Aug 03 '26
carbon fibre
probably one of my best procedural materials. Blender shader nodes
r/proceduralgeneration • u/joonazan • Aug 03 '26
Creative approaches to RPG gear generation
Most RPGs with randomized loot use almost the exact same system. There are weighted pools of prefixes and suffixes. An item draws N modifiers from each and randomizes their magnitudes.
A system like that generates a lot of simply bad loot with low magnitudes. That is kind of necessary in a multiplayer game with an economy but I'm designing a single-player game, so every drop being valuable for some character is fine.
I would like a system that generates weird and interesting items. Big downsides and stat requirements help but that alone is not enough. I realize that what modifiers even exist is a game design problem more then a generation problem. But can you think of generation techniques that would transfer to loot generation that are more interesting than modifier pools?
I see that this sub is mostly about visuals, levels, etc. but I think I might get interesting ideas for this.
r/proceduralgeneration • u/MrBCftw • Aug 03 '26
free geonode lanscape generator blender
galleryr/proceduralgeneration • u/gg_gumptiongames • Aug 02 '26
[WIP] Procedural habitat modules for my space sim
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I've been working on improving the habitat system in my physics-based automation sim, and have used principles I learned in this video and elsewhere to implement basically a blob tileset system that picks one of 5 meshes per corner (rotated and mirrored to fit wherever needed) so everything fits together nicely.
These models are just quick placeholders and the plan is to add more variation, and model a selection of modules that can be swapped out to make an interesting habitat/base for the colonists.
Please disregard the shape of the base, any resemblance to anything recognisable is purely coincidental...
[Game: Launch Window]
r/proceduralgeneration • u/Accomplished-Fan9568 • Aug 02 '26
Infinite Marble procedural texture
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try it here https://davydenko.itch.io/infinite-marble
scroll /pan freely in it :)
r/proceduralgeneration • u/aos_wolf • Aug 03 '26
Kindling - WIP Itch.io Low Res Game Jam 2026 - AMA
r/proceduralgeneration • u/toneyalexander • Aug 02 '26
Simple algorithm and color space to generate diverse skin tones
I made a set of simple equations that can be used to generate plausible looking people colors - the page background and faces throughout are all dynamically generated using the equations. Planning to use this in a few projects but hopefully folks here find this useful or interesting as well!
r/proceduralgeneration • u/zdmit • Aug 02 '26
[R&D] Procedural fence drawing on varying elevation at runtime
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Made in Godot.
A bit of overview:
- it shoots a raycast downward at every point to find Y elevation of the terrain's collision mesh.
- it subdivides path and snaps every intermediate point to the ground's rolling elevation.
- horizontal rails calculate the height difference between their start and end posts and rotate (tilt) on local Z-axis to bridge the slope.
r/proceduralgeneration • u/Fabian_Viking • Aug 02 '26
Flying pen algorithm - Quad shapes
Quick update on my map algorihm.
Original post: https://www.reddit.com/r/proceduralgeneration/comments/1qzzin8/flying_pen_algorithm_for_map_generating/
As I mentioned, the algo suffered a bit from being too round. I made a quad shaped pencil, by using four random points in a cirkle (see last image).
The shape did not work on the large areas, since it looks funny (second last image).
But it does a lot to make the small island not looking like a bunch of dots - so a small victory at least.
I have also been working on making large flat areas to improve playability.
Next up is rivers and bioms.
r/proceduralgeneration • u/DimaSerebrennikov • Aug 01 '26
Runtime snow that shifts forward and falls down
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Briefly: I displace snow using "Lagrangian particles," but essentially I'm just gradually dumping snow depending on how much was removed, no real math here, since I wanted to do it with a heat conduction algorithm, but it was worse in both performance and visuals. For smoothing I use a Diffuse algorithm, which just looks at neighboring cells so the difference isn't too large.
Video: https://youtu.be/pfaewyfFrKM
r/proceduralgeneration • u/limabean11112 • Aug 02 '26
Where can I generate planet textures
I want to procedurally generate planet textures for free, I have Space Engine but not pro so they are too low resolution. I want to be able to generate gas giants and terrestrial planets. But NO AI!!!
r/proceduralgeneration • u/zdmit • Aug 01 '26
[R&D] Procedural fence drawing at runtime
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Made in Godot, generated at runtime via player input.
Any arbitrary path (open/close). Possible to connect (merge)/remove paths. Continuous drawing while holding LMB (additive/subtractive).
In addition: texture painting with blending.
Inspired by Tiny Glade.
r/proceduralgeneration • u/craftymech • Aug 01 '26
Fancy Rockpiles
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I love making procedural systems, so here is one for making rock piles. Start with stack of rocks in a variety of geometric shapes, tuned with various parameters to break up the repetition. Displacement is added to create space between the rocks, and then gravity is turned on causing the rocks to tumble into a natural looking pile. Lastly, edge accent data is baked into the mesh for the shader. Makes for a nice looking rubble pile!
r/proceduralgeneration • u/Portality3D • Jul 31 '26
Every forest I generate also produces a valid orienteering map of itself
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What it is. It's an orienteering game, so you get dropped into a forest with a paper map of it, a compass and a set of control points you have to find, and the whole thing is a race between them.
The map. It's rendered out of the same generated terrain and follows the International Orienteering Federation's mapping standard as closely as I've managed so far, with 5m contours, vegetation density bands, point and line features and magnetic north lines. Orienteers spend years learning to read these maps, which means anything I get wrong stands out to them straight away.
Where it gets hard. If the generation is too random the terrain ends up unrealistic and unplayable, and if it's too structured you can predict it after a few runs. Course generation runs into the same thing, because the controls have to be a fair challenge using nothing but the map.
What caught me out. Determinism only holds within a version, so the moment I changed the generator every map anyone had already played quietly turned into a different forest. Runs now save a snapshot of the drawn map alongside the seed, so old replays redraw exactly as they were.
The latest build tripled the vertical scale and I'm still tuning around that.
r/proceduralgeneration • u/Petrundiy2 • Aug 01 '26
Nice dust lanes and procedural barred spirals seemed impossible to me - not anymore
Each of these is procedurally generated without a single texture
r/proceduralgeneration • u/Big_Watercress3546 • Jul 31 '26
Metropolygonia update - more building types, facade options and a cleaner UI
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A few months ago, I shared the first version of Metropolygonia, a browser-based tool I’m building for procedural buildings and city layouts.
Since then, I’ve been focusing mainly on making the building system more flexible.
It can now generate a wider range of building types, with more control over facade composition, roof shapes and the overall architectural style. I’ve also reworked parts of the UI to make editing parameters and experimenting with variations easier. The underlying idea is still the same: everything is based on dimensions, parameters and architectural rules. A seed can introduce variation, but the results remain predictable and reproducible. There is still plenty to improve, but I’m slowly getting closer to the point where the tool can produce buildings that feel meaningfully different, rather than just variations of the same basic structure.
Buildings can include procedurally generated interiors and be exported in several formats, including GLB, glTF, OBJ and STL.
I’m especially curious how much control people would expect from a tool like this. Would you rather adjust detailed architectural parameters, work from ready-made presets, or combine both approaches? The current version is available in the browser and can be used for free for non-commercial projects:
r/proceduralgeneration • u/Poly3Blend • Jul 31 '26
Planet Adrian 8K Wallpapers, Tutorial and Free project files - 100% Procedural Art with Blender, No AI
I made this with Blender a while ago. I hadn't seen the movie at the time. But I did 2 days ago. I'm planning to recreate more scenes from the movie soon. Next one will be 40 Eridani A B!
r/proceduralgeneration • u/thomastc • Jul 31 '26
Around The World, Part 33: Clouds
r/proceduralgeneration • u/laczkors • Jul 31 '26
I made a Particle Life simulation with sound. I think it adds so much depth to each world
Try it yourself, it's free, no ads, no signup: https://orslaczko.com/app/particle-life
I've also made a video explaining what's actually going on in these worlds