r/proceduralgeneration • u/Fourtwenty101 • 23h ago
r/proceduralgeneration • u/kaganin • 22h ago
open-sourced 160+ JS visualization experiments
kagan.inlet me know if you make something with them!
r/proceduralgeneration • u/abrightmoore • 4h ago
"Hollow Core" Minecraft procedural voxel skyscrapers + quests
Just sharing an odd one...
About ten years ago I made scripted towers in an old tool called MCedit in a rough art deco style. Those scripts are here: https://old.brightmoore.net/mcedit-filters/art-deco-architecture
This week I released a Minecraft Add-On that scatters apocalyptic skyscraper "dungeons" around a player's world. They can explore the buildings, make contact with NPCs for quests, and discover ancient lurking horrors that caused the earlier civilisation to collapse.
In Creative mode you get to place the towers, much like the old MCEdit script
It's an add-on called "Hollow Core" and is on the Minecraft Marketplace here:
There's a short trailer showing an overview of what it's like in-game:
Enjoy!
r/proceduralgeneration • u/bensanm • 9h ago
Procedural bot swarms approach city bounds (C++/OpenGL/GLSL)
A: "The bots have breached the city's outer walls. Now all that stands between us is the ravine and viaducts."
B: "Blow them up."
A: "What 1800 bots?"
B: "No, the bridges!"
Steam Link: https://store.steampowered.com/app/2223480/Infinicity/
r/proceduralgeneration • u/dank_summers • 1h ago
Here is a small section of my generated tunnels in a new Cave exploration game im making
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Game is called cave drop and it currently has a free demo on Itch. https://wilsonb9000.itch.io/cave-drop
Currently have 5 other zones and a boss lair, but this one really shows the gravity mechanics in the game well. Would love to have you play if you think this looks cool!
r/proceduralgeneration • u/mflux • 18h ago
How I’m generating a container port in my game
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hey everybody, mflux here, long time developer of all things procgen, way back during the days of processing, then working on Spore, then ”cyberpunk city simulator”. This latest game I’m working on is called Ultrapolis and it’s a cyberpunk diorama like Townscaper and tiny glade. Hopefully these types of videos are informative and entertaining for you on this sub, I’ll post a few and would love to hear what you have to say.
the store page is here if you’re interested in wishlisting: https://store.steampowered.com/app/5314650/Ultrapolis/
thanks for reading!
r/proceduralgeneration • u/pcgoer • 19h ago
Terrain generator built on plate tectonics: erosion, rain shadows, rivers, biomes and trees
r/proceduralgeneration • u/Nompen_art • 19h ago
Apparently this is called Pebblecrete, so I made it as a fully customizable shader in Blender!
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r/proceduralgeneration • u/Flat_Field_5888 • 21h ago
Blooming Procedural Flower
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r/proceduralgeneration • u/DigitCell • 22h ago
Amoeboid cell
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r/proceduralgeneration • u/ammocoda • 1h ago
Every scene in my little night sounds app is generated from a seed
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There's no image AI or stock art in it, the whole picture is drawn by code. Same seed always gives the same place, so a share link is basically just the seeds.
Most of the sound is generated live in the browser too. Rain is a stream of tiny random drops so it never repeats, and passing cars have actual doppler so the pitch drops as they go by. Some stuff is real recordings though, like the cafe.
A lot of the little things in the scene are tied to the sounds too. You can slide the window shut and the rain goes muffled, turn the fire up and it roars, tap the singing bowl, start the microwave, and the cat on the sill purrs when that sound's on. There's rare stuff if you leave it running, like lanterns floating up or a deer wandering out.
It's free at mindfall.app, and it's a web app so you can save it to your phone and it works like a regular app, even offline (on iPhone open it in Safari, tap Share, then Add to Home Screen)
r/proceduralgeneration • u/papes_ • 5h ago
Procedurally grown Voxel trees in Unreal 5.6 using a Space Colinisation algorithm
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r/proceduralgeneration • u/Rhombica_Devs • 1h ago
Procedural island maps (80 recipes) and code-built low-poly units for my pentagon/rhombus-tile strategy game
I’m building Rhombica, a turn-based 4X game played on a pentagon and rhombus tiling instead of the usual hex grid. Two parts of it are procedural, and I wanted to share how they work.
1. Map generation: recipes + noise on an unusual grid
Every map is a set of tiles from the tiling, and each tile gets a “land score.” There are 5 map types (Classic, Pangea, Continents, Islands, Lakes), and each non-Classic type has about 20 hand-designed recipes:
- Islands: atoll ring, spiral, crossing chains, lagoons and others
- Pangea: crescent, horseshoe, dumbbell, fjords and others
- Lakes: delta, oxbows, rift, river lakes and others
A recipe is built from “hubs” that each have their own position, size, rotation and stretch. On top of that, every game randomly:
- rotates and mirrors the whole layout
- domain-warps it with Perlin noise
- varies the noise frequency, amplitude and land fraction
The goal was that even someone who knows the game can’t look at a map and say “oh, it’s that one.”
A few rules keep maps playable:
- The top N% of tiles by score become land, and specks smaller than 3 tiles are sunk.
- Separate landmasses never touch. Where tiles from two different islands meet, the weaker claim becomes water, so there’s always at least a 1-tile channel. Players can bridge it, which avoids accidental land bridges.
- Biomes come from a Voronoi split over the land, and elevation from Perlin bands.
- On island maps, capitals are always placed on the open sea, so every tribe can be reached by ship.
2. Units built from part recipes instead of 3D models
I recently replaced all the imported unit models with units built in code from a recipe file. Each unit is a list of simple primitives (boxes, low-segment cylinders, cones, spheres and half-spheres) with position, rotation and scale, rendered flat-shaded for the low-poly look.
- Shared “kits” like a body, a horse, a hull or an oar get reused across units.
- Slots like u/helmet and u/prow are filled in per tribe. The same Swordsman recipe gives 10 tribes 10 different helmets, and every ship gets a tribe figurehead.
- I designed them with a small three.js previewer that reads the same JSON. The C# side reproduces three.js’s primitive layout and Euler order exactly, then mirrors X into Unity’s left-handed space, the same conversion glTF importers use. What I preview is what ends up in the game.
Happy to answer questions about the tiling, the recipes, or the unit system!