/r/proceduralgeneration

Photograph via snooOG

This subreddit is about everything procedurally generated (media, techniques, ...)

/r/proceduralgeneration

105,777 Subscribers

1

Cleaning up some caves generated by random walks

I wrote an alg to cut some 2d cave systems by using a random walk with some occasional forking, and then digging out the walls with some noise. It generates one room at a time, but now I have an issue of what I should do when a room cuts to the edge up against a room that is already generated.

https://preview.redd.it/ijyje5k1zcge1.png?width=396&format=png&auto=webp&s=e2526a690ea88a68dd71204e6fc4ab72229cc20f

In this example there are 4 rooms. The top left quadrant was generated first, then I went clockwise. Each room looks at the existing digger heads on its edges and continues them. But in the bottom left, you see the digging crashed into the top left quadrant which is already generated, so I have a flat wall.

I can't modify the existing room because it's already explored - it would be odd to see a wall and then come back later and there's new tunnel there. Should I add some kind of resistive force from the existing room to stop the digging heads from getting too close and causing this effect, or is there some more general change I could make to my alg to fix this?

0 Comments
2025/01/31
16:48 UTC

11

I love procedural generation! The same planet from the previous post (added auroras)

0 Comments
2025/01/31
16:44 UTC

18

Cascading Function

3 Comments
2025/01/31
13:47 UTC

14

Hyperbolic transformation of cubic fractal

0 Comments
2025/01/31
11:04 UTC

92

Everything in this render is procedural

9 Comments
2025/01/30
21:13 UTC

25

YouCube pt2

Reflections, rotations and ‘rithmatic

Track is Never Enough by Midland

1 Comment
2025/01/30
19:51 UTC

2

Vertical Cave Opening Generation

Hey there, i am wondering how I can make the surface openings of deeper non-vertical perlin noise caves where the openings are modified to go straighter up, so there aren't huge cutouts of surface terrain. Any help is appreciated greatly, thank you.

8 Comments
2025/01/30
15:34 UTC

5

Interactive pool's visuals x Pacha Playa! 🍒 full project in comments ✨

3 Comments
2025/01/30
11:18 UTC

1

trying to make ridged noise, just getting regular noise. please help

so im taking 1- the absolute value of the noise, and its just giving me regular perlin noise
what horrible mistake am i making

3 Comments
2025/01/30
04:47 UTC

3

Tips on data partitioning for generating a star-scape?

A bit open ended, I have a raycast based system I'm using to generate a surrounding starscape and want high density of stars and whatnot. I'm not totally sure the best way to approach it, baking some sort of texture seems like the most realistic implementation? I also considered programmatically placing them in hashed cells so that I can check which the collision location of the cell(s) and do a dot product check for light density.

Any advice?

0 Comments
2025/01/29
15:45 UTC

165

Procedural planet (WIP)

13 Comments
2025/01/29
11:44 UTC

140

Video: Sebastian Lague: "I Tried Putting my Fluid Simulation on a Planet"

5 Comments
2025/01/29
11:18 UTC

0

human artwork vs traditional procgen vs data-driven procgen

tl;dr: i think all of these 3 methods will retain their own unique strengths compared to other twos in future too.

we don't need to argue for first one - it's not procedural generation.
at least for me, weak AIs seem unlikely to replace human experts(who be good at inspiration, creativity, and so on, and be able to visualize images in their own minds into digital 2d or 3d via blender, photoshop, unreal, etc., without huge dependence of generative algorithms).
not sure for agis or artificial consciousnesses.

I haven't found many use cases for third method, called machine learning, in this subreddit, but I think it will be used wider and wider as time goes...
My opinion is that a sufficiently well-trained generative model will greatly reduce “drawbacks(too repetitive and artificial-looking)” of traditional procgen algos.

However, the “drawbacks” could be viewed as strengths of traditional procgen.
they'are hard to imitate, even by human experts.
We can find geometric patterns in “procedural-generalizedness” and it is pleasing to our eyes.

I'm not sure if the analogy is appropriate, but cyberpunk:edgerunners can't replace the visual impact of minecraft.

So, all three approaches have their own unique advantages.

8 Comments
2025/01/28
20:40 UTC

9

I made the night side of my planet

6 Comments
2025/01/28
00:48 UTC

1

How to simulate plate tectonics on a 2d grid?

I have a 2d grid of cells and a voronoi algorithm to assign them to a plate in Unity. But how do I actually turn this into a tectonic simulation and a heightmap? I am trying to make a more realistic world generation system for a history simulator I am working on and so far I havent found anything too helpful. Any ideas would be appreciated. Thanks!

7 Comments
2025/01/27
21:57 UTC

8

A web-based 3D rogue-like with procgen dungeons

1 Comment
2025/01/27
19:31 UTC

2

History of Using Noise to Generate Fire in Video Games?

Am doing research into using noise to create fire in a 3D environment, and was wondering if anyone knew the actual starting point of this technique seen so often in video games? (I have created a simple gif to explain what I mean). Specifically referring to the technique of multiplying constantly offset noise by a vertical gradient, then ramping to achieve the desired 'flame' effect.

My demo of the effect

1 Comment
2025/01/27
18:33 UTC

4

Subdivided Block

0 Comments
2025/01/27
15:15 UTC

160

fun with symmetries (genuary26)

7 Comments
2025/01/27
10:29 UTC

28

Running Interference

Spherical wave function with a quadratic sphere vector input

2 Comments
2025/01/27
09:23 UTC

182

A procedural planet 2d map generator for my upcoming game, made with simplex noise, domain warping, and a variety of effects. :)

24 Comments
2025/01/26
06:16 UTC

71

My procedural low poly planets now have clouds

5 Comments
2025/01/26
03:46 UTC

13

You Cube

Track is Facing the Horses Tail by Al Wootton

1 Comment
2025/01/25
19:50 UTC

177

Another nice result with my procedural nebula shader

16 Comments
2025/01/25
17:38 UTC

Back To Top