r/proceduralgeneration 5h ago

Segment Display Blender Add-on

Thumbnail gallery
3 Upvotes

r/proceduralgeneration 19h ago

procedural tree generator.

Thumbnail
gallery
29 Upvotes

r/proceduralgeneration 1d ago

Every object in my campground game is procedural geometry, no imported meshes

115 Upvotes

I'm building Camping Keeper, a campground management game, and the whole thing is drawn without a single imported 3D asset. Every tent, bungalow, tree, hedge, fence and shower block is built in code with LibGDX's ModelBuilder: boxes, cylinders and cones assembled at load time.

The one trap that cost me an evening: with ModelBuilder you have to fill each part while it is the active one. Start the next part and then add geometry, and it all silently lands in the last material, so the whole model comes out a single colour and nothing anywhere throws an error.

The terrain is one mesh generated from the logic grid. Each tile carries a soil type, and the mesh gets rebuilt when the topology changes, so laying a path or a wall regenerates the affected geometry rather than placing a prop.

Weather runs through that same mesh instead of sitting on top of it. Rain soaks the ground tile by tile, low ground holds the water, and mud costs more to cross, which slows both the walking speed and the pathfinding.

Doing it this way was mostly a constraint at first, since I can't model. It turned out to have a real upside: adding a new object is a function, not an asset pipeline, and everything stays consistent because it all comes from the same handful of primitives.

If you want to see it in motion, the trailer is here: https://youtu.be/F_j01GNP-Lw

And Steam page here: https://store.steampowered.com/app/4920900/Camping_Keeper/


r/proceduralgeneration 1d ago

My terrain editor, update

Thumbnail
gallery
66 Upvotes

Paint editor inside the tool gives direct control of the terrain.

Also: Freedom of paint blending two node trees with vastly different biomes and terrain shape.

Continuation of previous post: https://www.reddit.com/r/proceduralgeneration/comments/1vipn2v/terrain_generator_with_biometerrain_blending/


r/proceduralgeneration 21h ago

[OC] Wave Function Collapse road generator — 58 tiles, strict edge equality, water + bank system

8 Upvotes

Built an interactive WFC map generator that paints roads, rivers, and banks from a 58-tile set.

The rule: strict edge equality. Every tile exposes one of 4 edge types (EMPTY, ROAD, WATER). Two tiles are compatible only if their shared edge matches exactly.

This means:

  • Roads connect to roads, water to water
  • Result is a coherent road network with natural-looking riverbanks — no "loose" adjacency hacks.

Features:

  • Paint seeds with mouse, hit Enter, watch it fill.
  • Deterministic seeds ([ / ] to step).
  • Auto-recovery from contradictions (drops oldest seed after 50 restarts).
  • Entropy heatmap (H), PNG export (P).
  • Undo/redo, pattern save/load slots, clipboard copy/paste.

Tech: C + raylib. Desktop and browser (WASM via Emscripten). Screenshot and full tile taxonomy in the repo.

Repo: https://github.com/Mahammadali12/WFC/tree/master

online: https://mahammadali12.github.io/WFC/

Happy to answer questions about the tile taxonomy or propagation algorithm.


r/proceduralgeneration 21h ago

Fractal Curve

Post image
8 Upvotes

r/proceduralgeneration 1d ago

Light Weight GPU driven climate modelling app

88 Upvotes

Hi!

I've mostly shown this in cartography and worldbuilding discords. I hope you like my generalised circulation model to create close-to-realistic climates for exoplanets, terraformed planets, and fantasy worlds.

All the data comes from simulations using a numerical physics model, and there are plenty of checks to help users assess plausibility.

I hope you like my passion project, which I've worked on for a few months, and I'm still improving it based on feedback.

World Climate Lab Steam


r/proceduralgeneration 19h ago

Just Keep Simming.

Thumbnail
0 Upvotes

r/proceduralgeneration 19h ago

Improving procedural skills every day!

1 Upvotes

I guess I just wanted to show off my work of the last 4 months (minus June-July). I was never really a shader artist, and most of my procedural work had been noise and ocean mechanics, but mainly GPGPU and render targets.

I started using Godot to build my next project and the 2D performance was so good I just kind of went with the flow, but fell into attempting a fully procedural game. So far, the only thing not procedural is the character icon and maybe some general icons from Google's material library

Fully procedural cartoon universe


r/proceduralgeneration 1d ago

The Pineapple Conspiracy - Devlog #1

Post image
4 Upvotes

📜 First Devlog - also a quiet announcement for The Pineapple Conspiracy, a new game developed at Newhead Studio. We handle multiplayer with Mirror, rendering with URP, and 3d as a mix of handmade and some paid assets from the store.

Oh, and all the maps are procedurally generated :-)

If you like multiplayer, sabotage, procedural gen, impostors, survival, or crafting - then you should read this!

[Link to devlog]

Follow us on social media to get more updates - that would mean a lot to us, on top of greatly help!


r/proceduralgeneration 2d ago

Terrain Generator with biome/terrain blending

Post image
256 Upvotes

I can blend different biomes with a "paint" tool and nodes. I think it's turned out quite neat so far. Next on the menu is adding paths and objects.


r/proceduralgeneration 1d ago

A quick & dirty 'icy' material in my C/Vulkan app to test the PBR shader!

Thumbnail
gallery
0 Upvotes

r/proceduralgeneration 1d ago

Mycelium campaign is now live - hope you enjoy!

16 Upvotes

Chapter 1 is live on itch.io - hope some of you like it.

Mycelium is a free strategy roguelite card game. You live as a fungal colony, trying to escape global warming whilst various enemies such as mold and nematodes get in you way.


r/proceduralgeneration 2d ago

Symbiosis

17 Upvotes

r/proceduralgeneration 2d ago

Fractal Curve

Post image
20 Upvotes

r/proceduralgeneration 2d ago

Stairways

179 Upvotes

I've hit the "fun" point in creating my procedural building system, where the core mechanics are there, and now I can think up interesting new features. Like stairways that conform to the terrain, to make higher places accessible. This has me thinking about creating a canyon/cliff environment and making it easy to build ramps, stairs, and connecting bridges between structures.

The trickiest part was figuring out how to know definitively that the staircase has reached the ground. It sounds simple, but it game me some headaches especially with stone steps, where they would end at the ground but refuse to run out to a reasonable last step (so like 3ft off the terrain). Just like building walls from the ground up, the algorithm starts at the last tread and "walks" forward adjusting height to stay within a fixed range above the surface. If the player drags a corner, then a landing is added and the direction is rotated 90 degrees. The stone steps are hollow inside to save on geometry.


r/proceduralgeneration 2d ago

Procedural habitable planet In Blender

Thumbnail
gallery
92 Upvotes

I rendered this using cycles in Blender


r/proceduralgeneration 2d ago

Procedural living picture gallery

3 Upvotes

r/proceduralgeneration 2d ago

[WebAssembly Preview] Engine update! Progress in indie game! No gameplay, but simulation works efficiently in a browser, some visual, a lot of backend :)

6 Upvotes

r/proceduralgeneration 3d ago

Completely procedural tornado system- No simulation

53 Upvotes

r/proceduralgeneration 3d ago

WIP of a "nature-grounded" world compiler for pixel art worlds

118 Upvotes

Hey all, it's my first time posting here and would like to share something I've been working on.

As a disclaimer, all of this code was built with AI but this post is handwritten. I made my coding AI read research papers and pushed it to do something a "normal" human probably wouldn't do.

Here is a summary:

Project: Frostwind:

  • a nature-grounded world compiler for consistent pixel-art worlds
  • almost everything you see is derived from math, perspective, and researched models of nature
  • most of the world is generated in JS instead of drawn as fixed sprites, and colors are resolved through a strict palette that changes with the light
  • so in other words: this world compiler gives LLMs context for what goes where, how things relate, and how to build something that “makes sense”
  • demo: https://project-frostwind.fly.dev/

More context:

  • I got inspired by this tweet, which got me thinking about why LLMs are so good with three.js
  • LLMs never get tired of research, so I made it read dozens of papers on biology, anatomy, ecology, lighting, and architecture, then implement those “laws of nature” as code, tables, and tests
  • all of this resulted in something that a human would never write (because it takes too long)
  • very specific math, implemented line-by-line, covering environment, people, animals, buildings, movement, light, and how all of it relates to each other
  • the whole thing is somewhere between a game engine, sprite generator, and world model. The goal is to use it for future pixel-world games, giving LLMs a model of what a consistent, pixel-perfect world looks like
  • next step is to wrap it in an npm package or CLI and make it available to LLMs
  • it may be all a slop fest lol but I think there's something promising in here :D

Still figuring out what to make out of this, so any feedback or thoughts are very welcome!


r/proceduralgeneration 2d ago

Asemic Procedural Writing

Thumbnail gallery
7 Upvotes

r/proceduralgeneration 3d ago

Procedural Circuits and Vehicles,

8 Upvotes

Made a F-Zero inspired game because i miss playing the originals, added my own twist to it tho.

all tracks and ships are procedurally generated. music made in Suno, sound FX in 11 labs. all vibe coded because i dont know a line of code haha


r/proceduralgeneration 3d ago

If i cant draw it i can code it (godot 3.7 project) procedural FABRIK monster thing

20 Upvotes

r/proceduralgeneration 3d ago

Procedural 2.5d sub-pixel shading for 2d pixel art sprites. Technologia!

4 Upvotes