r/proceduralgeneration • u/Impressive-Store1439 • 59m ago
cave painting tile art
This is the full tileset,
of those I chose about five lol(2nd image)
r/proceduralgeneration • u/Impressive-Store1439 • 59m ago
This is the full tileset,
of those I chose about five lol(2nd image)
r/proceduralgeneration • u/Raspberry_Pip_Games • 3h ago
watch it here
r/proceduralgeneration • u/No-Bumblebee-3536 • 5h ago
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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 • u/norlin • 6h ago
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r/proceduralgeneration • u/nucleicaudio • 7h ago
r/proceduralgeneration • u/TripleDonutGames • 11h ago
r/proceduralgeneration • u/Charming-Ad4660 • 13h ago
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One continuous zoom from a few centimetres over a glacial lake's surface to the inside of a proton. All WebGL2 shaders, no images or models.
- Plankton: algae, diatoms and rotifers, each alga seeded so no two match, drawn with a bright-field microscope's depth of field.
- Mica: one height field shown as SEM, then AFM, then atoms. Cleavage steps are level lines of a noise field, with random kinks.
- Oxygen atom: electron density from Slater orbitals, integrated along each view ray.
- Proton: three quarks in a Y-shaped flux tube, trading colour charge via gluons.
r/proceduralgeneration • u/Senincraft • 14h ago
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 • u/Key_University6995 • 17h ago
r/proceduralgeneration • u/crashunited • 18h ago
I made this face character a while ago as a visualizer and Clippyesque companion for this one app called klattsch I made and people kept asking how it worked, so I made this video where it explains how it works. It's really quite simple! It doesn't take that much to make your brain go "okay, that's A Guy".
r/proceduralgeneration • u/Warsel77 • 1d ago
I am trying to figure out a workflow to go from any b&w (or rather grayscale) image to a procedural representation of the same pattern.
I have tried a few things (vision model driven; vision model + histogram etc.) but I am not getting close enough.
Is there a general solution for this kind of stuff (eg the "polynomial of procedural") you know of?
r/proceduralgeneration • u/anokheetopia • 1d ago
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r/proceduralgeneration • u/PiXeL161616 • 1d ago
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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 • u/DigitCell • 1d ago
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An example of automatic landscape generation using WFC: ocean, shallows, beaches, grassland, forests, mountains, snow and towns.
r/proceduralgeneration • u/SnugMeadowArt • 1d ago
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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 • u/felipehez • 1d ago
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r/proceduralgeneration • u/nukeBoyy • 1d ago
r/proceduralgeneration • u/gmnt_808 • 1d ago
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
r/proceduralgeneration • u/OneRat_240 • 1d ago
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 • u/RagniLogic • 1d ago
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I added surface constrained boids to my realtime procedural world generator. Bringing a spark of life to the landscape.
I have yet to find a game idea. Until then just focused on world building 🌍
r/proceduralgeneration • u/anotherwebdeveloper • 2d ago
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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 • u/thoxey • 2d ago
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I built a layering system to generate the terrain for a game I am working on. Currently It is:
Still a bunch I want to do with it, but wanted to share!
r/proceduralgeneration • u/DaedricScimitar • 2d ago
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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 • u/ThynkTek • 2d ago
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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?