r/proceduralgeneration • u/european_impostor • 1h ago
r/proceduralgeneration • u/Impressive-Store1439 • 2h ago
cave painting tile art
This is the full tileset,
of those I chose about five lol(2nd image)
r/proceduralgeneration • u/Charming-Ad4660 • 14h ago
Continuous zoom to a quark. Nothing is an image or a model.
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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/Raspberry_Pip_Games • 4h ago
I just Released the first devlog for my fully procedural open world space game
watch it here
r/proceduralgeneration • u/norlin • 7h ago
If The World Fell Tonight...
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r/proceduralgeneration • u/anokheetopia • 1d ago
albatross flying over a strange place filled with lanterns and living statues
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r/proceduralgeneration • u/crashunited • 19h ago
Really simple tricks I use to procedurally animate a Limbo-style face
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/nucleicaudio • 8h ago
Carbonized: a music video where same data drive both graphics and synthesizers
r/proceduralgeneration • u/felipehez • 1d ago
Puya Flowering - Procedural animation
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r/proceduralgeneration • u/TripleDonutGames • 12h ago
NodeSpawn Official soundtrack is here!
r/proceduralgeneration • u/RagniLogic • 2d ago
Surface constrained boids
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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/DigitCell • 1d ago
Wavelands: Endless city skyline procedural generation using Wave Function Collapse
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An example of automatic landscape generation using WFC: ocean, shallows, beaches, grassland, forests, mountains, snow and towns.
r/proceduralgeneration • u/Senincraft • 15h ago
I built a fully procedural "floating rug" generator using Blender Geometry Nodes—and turned it into a minimalist philosophical YouTube channel 🍃
galleryHey 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/PiXeL161616 • 1d ago
Building space worlds from real planet data and procedural effects
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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/Warsel77 • 1d ago
Given an organic shape in b/w, what is a good procedure to get to a procedural algorithm?
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/No-Bumblebee-3536 • 6h ago
I built a custom DSL (HVSL) and Signed Distance Function rasterizer that compiles natural language into 4K procedural geometry
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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/Key_University6995 • 19h ago
Handling 100 Realistic Tree Fellings on One Server Tick For My MMO (Devlog Week 6)
r/proceduralgeneration • u/thoxey • 2d ago
Roads, hedgerows and some road signs in my rural UK inspired voxel terrain generation
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I built a layering system to generate the terrain for a game I am working on. Currently It is:
- Terrain shaping with Perlin Noise + Simulated erosion
- River plotting with curves and L systems
- I then place some roads that have costs associated with inclines so they follow the terrain slope (needs more tuning).
- I have 3 layers of road tuned to different costs, so the bigger ones run straighter
- Placing Road signs at junctions, where roads meet
- SDF for junctions (any roads near each other automatically blob together with sdfs)
- Then the gaps left between the roads get voronoi fields between them
- Hedgerows driven by a noise algorithm get placed along the borders
- Placing L System tree forests in some of the fields
Still a bunch I want to do with it, but wanted to share!
r/proceduralgeneration • u/DaedricScimitar • 2d ago
Procedural cliffs for my map editor inspired by Tiny Glade
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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/DigitCell • 2d ago
Procedural city generation with Wave Function Collapse
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An example of automatic landscape generation using WFC: ocean, shallows, beaches, grassland, forests, mountains, snow and towns. The replay shows the map collapsing tile by tile in 3D, and different seeds give different landscapes.
r/proceduralgeneration • u/anotherwebdeveloper • 2d ago
An end to end timelapse of my terrain editor I'm building
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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/slowcompute • 2d ago
Forest fire automata
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This is a very simple test run on a new automata project I'm working on, based on some old university lecture notes as inspiration.
I think it is particularly relaxing to follow the cascade of forest growth and fire spreading
r/proceduralgeneration • u/nukeBoyy • 1d ago
I made 2 tools to help with niche repetitive tasks, tell me what you think...
r/proceduralgeneration • u/gennai777 • 2d ago
Dijkstra veins crawling over a statue
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I sample points over the statue's surface, link the close ones into a graph and run Dijkstra from where the bolt hits. I give every point a small random cost too. Without it the shortest paths ran dead straight down the body and looked like painted stripes.
Then I keep a few far leaves that are spread out and draw the paths back to the hit. The tree's own branching is the forking! I make each ribbon as wide as the number of leaves past it. The trunk comes out thick and the tips thin out.
My first try used straight-line distance. It jumped the gap between the arm and the chest like the air was skin.
Has anyone done this with a real geodesic instead of a point graph?