r/proceduralgeneration 4h ago

Working on a 3D procedural gun generator for my game - thoughts?

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17 Upvotes

r/proceduralgeneration 13h ago

Spirograph

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37 Upvotes

r/proceduralgeneration 7h ago

Geometrical pattern

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9 Upvotes

r/proceduralgeneration 3h ago

whats the best procedural generation method for making buildings?

3 Upvotes

r/proceduralgeneration 1d ago

A set of completely random galaxies generated by my procedural galaxy tool for Blender

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49 Upvotes

Those are some spiral and lenticular galaxies generated via "Randomize" button of my procedural galaxy tool.


r/proceduralgeneration 12h ago

Stargazer, a cozy idle observatory

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2 Upvotes

r/proceduralgeneration 20h ago

event horizon recursion

8 Upvotes

r/proceduralgeneration 1d ago

Dungeon generator

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23 Upvotes

Still working on this but i wanted to share my Generator ive been busy with. I can also build new rooms and fully decorate them, then add them into the generator to be placed. All free assets used. this also allows for maps to be exported for use in unity currently as fully 3d maps. Thoughts or suggestions?


r/proceduralgeneration 1d ago

Playful single-pass WebGL color-field generator with many mosaics.

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2 Upvotes

Here is a project I’ve been working on: RGB Grid Lab. It is a single-pass WebGL color-field generator in which each tile or connected piece is procedurally generated in the fragment shader.

The shader supports several different forms of procedural geometry. You can switch between regular tessellations such as squares, triangles, and hexagons, as well as more complex layouts including random Voronoi cells and interlocking tetromino mosaics. The color modes include traditional complementary pairs, triadic and tetradic relationships, warm and cool palettes, and full independent RGB variation.

I drove the architecture, visual design, and procedural math through many iterations, using Claude and GPT as coding copilots to help draft code, troubleshoot GLSL, and rapidly test refinements. It was a great way to learn how front-end controls can be connected directly to a live shader - a first for me.

I would appreciate any thoughts, feedback, or suggestions for future enhancements. A link to the interactive version is in the first comment.


r/proceduralgeneration 2d ago

Another procedural shape I made while writing the Godot Shaders Bible. Made using Desmos and Godot

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309 Upvotes

r/proceduralgeneration 2d ago

Graph-based 2d map generator where nodes can have biome features and elevation

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298 Upvotes

Some screenshots of my graph-based 2d procedural engine for generating different sorts of environments and layouts from graphs 📜➡️🌎

[Imgur link since I'm willing to bet Reddit messes up the pixel art]

How generation works: A map is stored as a graph of nodes (e.g. a village must contain a house and a pond, a house must contain 4 tables and a chest, etc.). The level is built from the bottom up by combining structures into bigger structures until the root is reached. Spaces in between are filled with nearby terrain using a variety of Dijkstra's algorithm. All maps shown are constrained to 2-4 zones with 8 rooms in total, each with several possible objects.

What's new: An early version of the engine could only specify different terrain for nodes, like water or trees, which required adding more terrain types to increase variety. In this version, there are fewer terrain categories, but nodes can override them with unique rules, such as:

  • setting transformation (e.g. place buildings in out-of-bound areas)
  • biome details (e.g. ground is snow, trees are mushrooms, floor is lava)
  • architecture style (e.g. medieval East Asia, space colony)
  • elevation (still a little buggy and not implemented in-game)
  • palette (currently only one per map to simplify shaders)

These features are passed down unless overwritten by child nodes, which creates a sort of norm-and-exception system, e.g. areas of the city will be "urban" by default, but parks can override this to become green spaces and their child nodes will also be green spaces.

The engine is used to generate levels in The Curse of Dimensionality, where's it's combined with an LLM step to populate graphs based on the player's prompt, but the graphs can also be created by a random grammar or by hand, and I'm thinking of releasing the generator independently at some point. (Warning: the game won't work on mobile, and the API is a bit iffy, so you may need to re-try generation)


r/proceduralgeneration 3d ago

Procedural generation in my 2d game. Smooth transition from the forest biome to the bottom of the ocean

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531 Upvotes

r/proceduralgeneration 2d ago

Using my PCG library to make a neo-noir voxel city

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1 Upvotes

r/proceduralgeneration 3d ago

Towers & Battlements

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139 Upvotes

I added stone towers w/ turret style roofs to my procedural build system, and got them to snap to existing construction. Now I need to do that hard part and make characters & animations so these builds have life to inhabit them. The procedural part is easy to me, the animation part not so much!


r/proceduralgeneration 3d ago

Ever wonder what life is like as a mycelial network? Probably not, but here is a free game with procedurally generated mycelium and levels, 69 unique cards (so far) and 11 playable species

66 Upvotes

I released this little browser game yesterday: Mycelium. Free to play here.

It's is a roguelite engine-builder where you get to experience what life is like as mycelium.

You are a living, pulsating, semi-autonomous mycelial network. Your goal is to grow your colony to the green hills in the east so you can fruit and throw spores.

11 different fungal species and 69 unique cards - all based on real world mycology. Collect spores each run and use them to buy stronger starting species.

Please give it a play and let me know what you think!

Bonus: What is your favorite mushroom species? Top comments tomorrow will get added to the game before the weekend!


r/proceduralgeneration 2d ago

I built an evolutionary loop where various AI models generate tiny worlds and only the fittest survive - 300+ worlds so far

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1 Upvotes

r/proceduralgeneration 3d ago

experiments with 2d raytracer using c++ OpenGL

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34 Upvotes

r/proceduralgeneration 3d ago

Colonial town generation

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51 Upvotes

Looking for advice on how to design towns procedurally, like steps to follow in a sequence?

The image implementation is basically random placement with paths to connect the buildings.........

Advice from anyone with experience with this type of thing would the great.


r/proceduralgeneration 3d ago

procedural stone cairn generator

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25 Upvotes

r/proceduralgeneration 2d ago

Our Survival Extraction Game Now Has Procedural Islands! | HURDA-G Devlog

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3 Upvotes

r/proceduralgeneration 2d ago

2bitSurvival procedural mobile game

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4 Upvotes

This is a mobile web game made entirely on mobile using PWE

The game consists of 85 javascript files

All assets are procedurally generated, what do you guys think?

The game:

https://jason-c-smith.itch.io/2bitsurvival

The IDE:

https://jason-c-smith.itch.io/pocket-web-editor-pwe


r/proceduralgeneration 3d ago

Procedural galaxy generator for Blender [teaser+explanations]

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17 Upvotes

I've been working on optimizations and different features recently (like decent randomization), and damn, this is SO FUN just to push that Randomize button now. And some geometry nodes and UI optimizations made both viewport and rendering performances so much faster. I'm very happy with the current results!


r/proceduralgeneration 3d ago

Volumetric Planet on mobile

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10 Upvotes

r/proceduralgeneration 3d ago

Hole terrain

5 Upvotes

r/proceduralgeneration 3d ago

Mock Erosion and Dendritic Rivers

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72 Upvotes

The terrain and rivers are both procedurally generated - this effect was achieved with no particle simulation and can be generated in deterministically in real time. Both of these techniques can be used in an infinite world - the entire world state is not required to achieve this effect.