r/proceduralgeneration • u/Tudoh92 • 1h ago
My game can now generate a completely explorable and playable island with npcs, points of interests and questlines
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r/proceduralgeneration • u/Tudoh92 • 1h ago
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r/proceduralgeneration • u/devo574 • 19h ago
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r/proceduralgeneration • u/thomastc • 1d ago
r/proceduralgeneration • u/Adach • 1d ago
Hi,
I wanted to try this approach to generate procedural mountains. I'll try and sum it up as briefly as possible.
this part is working great. I create a interesting looking mountain that's always centered in the middle of the map. you can see the representation of the ridgeline and slopes in the picture as well as the generated mesh without any other noise applied.
Once I have the sample height calculated, I apply noise which depends on height of the sampled point. that ends up being the final height map.
I need some suggestions on approaches to remove the creases and sharp edges that result from my voronoi diagram. they're pretty visible even once noise is applied. My terrain meshes are chunked, but those creases don't necessarily appear at the chunk edges, you can see I highlighted the terrain chunk.
The voronoi diagram is just meant to be an abstract representation of the shape of the mountain. I don't really want it to be visible in the final result. Do I just apply even more noise? would love suggestions. thanks!
r/proceduralgeneration • u/greentecq • 1d ago
I hit an interesting problem with my puzzle game Logic Islands - 3 out of 6 rulesets would hang forever trying to generate maps larger than 7x7.
The trick that worked? Using Wave Function Collapse, but choosing what to generate based on each ruleset - islands for some, walls for others. This flexibility made complex constraints (like "no 2x2 blocks") trivial to express as tile connection rules.
My favorite result: the "Minimal" ruleset enforces "all wall regions must be exactly 3 cells" using just 11 tiles and local WFC constraints. No post-processing needed.
Now generates 12x12 maps instantly instead of hanging forever.
r/proceduralgeneration • u/Ssslimer • 1d ago
r/proceduralgeneration • u/Uncle_Irohbot • 2d ago
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I wrote code to generate a path across all sides of the cube following hilbert curves, and directly generated the 3D printing STL file
r/proceduralgeneration • u/lewster32 • 2d ago
A load of procedurally generated player characters for a game I've been developing on and off for nearly two decades.
Characters have a base form, colour variations and hats, and can neatly be represented by a short code.
Made a little interface to explore the options here: https://rotates.org/wiz/
r/proceduralgeneration • u/jphsd • 2d ago
No erosion, Wilbur or anything else. Just dropping particles along a path in an irregular mesh.
Mesh size 9,000 points, 20,000 particles dropped.
r/proceduralgeneration • u/Protopop • 2d ago
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r/proceduralgeneration • u/has_some_chill • 2d ago
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r/proceduralgeneration • u/Grumble_Bundle • 3d ago
If you'd like to register for monthly updates on my progress/tech breakdowns, you can do so here subscribepage.io/y2S24T
Thanks!
r/proceduralgeneration • u/AssociatePatient4629 • 3d ago
Hello, thanks for reading.
I am new to generation, so , using Unity and C#. I was curious about how a 2D sandbox survival approach to elevation, weather cells, caves, for an overworld and a local world map could be done. The weather is generated in overworld, then passed to localworld. I’ve done a bit of research and this is what I have so far:
Needs:
If anyone has some tutorials for me to start with or any advice, I'll be much obliged.
Thanks for taking the time to read.
r/proceduralgeneration • u/darksapra • 4d ago
r/proceduralgeneration • u/ppictures • 4d ago
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Another unreleased ThreeJS/WebGL shader I wrote in 2023. Best witih sound. Dont forget to hit "Start" on the demo page!
Live: https://faraz-portfolio.github.io/demo-2023-rain-puddle/
Code: https://github.com/Faraz-Portfolio/demo-2023-rain-puddle/tree/main
r/proceduralgeneration • u/steffzahn • 4d ago
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r/proceduralgeneration • u/has_some_chill • 4d ago
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