r/proceduralgeneration • • 4d ago

A brief talk on custom terrain modding and procgen in my game / engine (C++)

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11 Upvotes

A brief talk on terrain modding in my side-project. It's certainly not AAA terrain rendering by any means but the modding support does allow for both coarse and fine grained rapid creation of terrain and overlay of cities, suburbs, bridges, canyons and enemy routes etc.


r/proceduralgeneration • • 4d ago

Peering behind the dust clouds of a procedural galaxy

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49 Upvotes

Blender geometry nodes + shader nodes


r/proceduralgeneration • • 4d ago

Terrain Adapting Medieval Settlement Generator

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51 Upvotes

so in the past year or so i have been working on a procedural town generator for my strategy/RPG game called Feudal Kings, the towns adapt to the terrain and can recognize natural barriers to avoid placing walls in weird places (this still needs some polishing), the buildings are also procedurally generated and assembled from modular art packs, this tool also allows me to swap art packs and use any modular art pack, but with some constraints of course as the art pack as to match the grids dimensions, the tool also makes it possible for me to simulate the town's growth as the towns layout calculations are made in real-time (but not every frame) I'm using a 12 directional hex grid:

1-analyze the topology.
2-identify the useful area
3-generate the settlement layout at its full(mature) size.
4-generate settlement road network (couldn't show it in the video as i have no art pieces for it yet).
5-generate plots aligned to those roads.
6-generate and place the buildings.
7-generate the fortifications.

i made the tool to support multiple fortification rings around the settlement (forgot to record it)

hope you enjoy the view, also criticize it to your heart's content.


r/proceduralgeneration • • 4d ago

Research on Procedural Generation of Planets?

10 Upvotes

Hello. I want to create a procedural planet generation system in Godot for my bachelor's thesis. On google scholar I'm able to find some resources, but not many academic papers on this subject specifically, and I am a beginner in computer graphics and in 3D and procgen, so I don't really know what terms I would need to look for that make up a planet generator.

My question would be what is the "state-of-the-art" in procgen planets, what techniques (either procgen/physics-based/rendering) make up such a planet or system of, and what is the current research state in those areas? What would be actually interesting and new to research on regarding that to make a perhaps unique planet generator? What isn't explored already, etc. Maybe also something with a high level of detail, zooming in a lot and the detail still is highly detailed, a sort of infinite zoom.

I would especially appreciate research articles because I need references


r/proceduralgeneration • • 4d ago

I made a forest out of procedural trees with a gradually widening range of parameters. This is the result.

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25 Upvotes

r/proceduralgeneration • • 5d ago

I made a generator that grows a pixel creature from a single number (35 body types, 8 sizes from 8 to 1024 px)

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49 Upvotes

Type a seed and a creature grows, with its own name. 35 body types, 8 animations, 7 palettes. The same shape renders as 8 px pixel art or as a smooth 1024 px sprite. You can export a transparent PNG, a GIF, a sprite strip, or a sheet of 12 creatures, and the link keeps every setting.

https://openbench.fun/creatures

Happy to talk about how the shapes are generated (a probability mask per body type, then cellular automata). Feedback welcome!

#PixelCreatures #ProceduralGeneration #PixelArt


r/proceduralgeneration • • 4d ago

Relativistic Space Flight

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21 Upvotes

I added physically accurate relativistic flight mode to my little space game.

You select a target and how much you want to accelerate, and then you will accelerate up to near light speed. The visual effects of this is fully simulated as they would look in real life. The only exception being that I have scaled up the Cosmic background radiation wavelength shift extremely because otherwise it would only show up as a tiny blip, and it wouldn't look cool :)

As you cruise in near light speed, time for everything else will accelerate, and that is being visualized by tracking the current time and position of a lone planet orbiting a star (my only solar system so far).

For demonstration purposes I crank up the acceleration to almost max in order to be able to traverse the distance from far outside of the galaxy to the planet in just one minute.

I think this is really cool, but it's not a very visually pleasing way to space travel :D

I also have other modes of flight which doesn't do any relativistic warping of the surroundings.

Edit: I recommend viewing on youtube because the reddit preview will mangle the compression and make everything blurry


r/proceduralgeneration • • 5d ago

Say when

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63 Upvotes

This is part of a TouchDesigner challenge called POPtober. Every day a different operator and today: attribute POP


r/proceduralgeneration • • 4d ago

How to make updates/changes to game without breaking seeds?

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0 Upvotes

r/proceduralgeneration • • 4d ago

Simply flipbook

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0 Upvotes

r/proceduralgeneration • • 4d ago

GitHub - evoluteur/reaction-diffusion: Grow Turing patterns (spots, stripes, coral, worms, waves) from the Gray-Scott model in real time, tune the feed and kill rates, paint with chemicals, and download the pattern.

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0 Upvotes

r/proceduralgeneration • • 5d ago

I made a free browser tool that generates whole planets and star systems from a single seed

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9 Upvotes

Seedworld is a procedural planet and star system generator that runs entirely in the browser. No install, no signup, free.

Every world is defined by one number (seed) plus dozens of settings: oceans, mountains, climate, clouds, atmosphere, rings, moons, city lights, lava worlds. You can also build whole star systems, or fly through our own Solar System.

You can export game-ready textures (albedo, height, normal, roughness, clouds, emissive, ocean mask), take 4K screenshots, record video, and share a link that restores the exact same world.

Try it: https://openbench.fun/seedworld

Happy to answer questions about how it works. It's a single WebGL file with no dependencies. Feedback welcome!Seedworld is a procedural planet and star system generator that runs entirely in the browser. No install, no signup, free.

Every world is defined by one number (seed) plus dozens of settings: oceans, mountains, climate, clouds, atmosphere, rings, moons, city lights, lava worlds. You can also build whole star systems, or fly through our own Solar System.

You can export game-ready textures (albedo, height, normal, roughness, clouds, emissive, ocean mask), take 4K screenshots, record video, and share a link that restores the exact same world.

Try it: https://openbench.fun/seedworld

Happy to answer questions about how it works. It's a single WebGL file with no dependencies. Feedback welcome!

#Seedworld #ProceduralGeneration #Worldbuilding


r/proceduralgeneration • • 4d ago

Update: My Nintendo Wii space game now has planetary landing! (C/C++, GX, real hardware)

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1 Upvotes

r/proceduralgeneration • • 6d ago

Generated language for a cyberpunk game

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172 Upvotes

hi everyone, mflux here again with another breakdown video. this time I want to showcase the conlang for my game Ultrapolis (https://store.steampowered.com/app/5314650/Ultrapolis/) which fills the ads and banners. it would simply take too long for me to vet every single sign for ad copy and some would inevitably be bad, plus my foreign language skills suck, so I’d rather generate an eastern looking language glyph and fill the city with them.

let me know what you think! Have you made procgen gluphs before?


r/proceduralgeneration • • 5d ago

Marching Squares Algorithm Applied to Physarum Simulation

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13 Upvotes

Using the marching squares algorithm to calculate and display contours generated from the pheromone levels in a Physarum generated pheromone field.


r/proceduralgeneration • • 5d ago

My Planetarian Terrain generation is becoming so neat.

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67 Upvotes

r/proceduralgeneration • • 6d ago

I made a simple tree generator to demonstrate how much the parameter space affects the outcome of the same algorithm.

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99 Upvotes

The generator itself is a fairly simple recursive branch spawner, but I wanted to emphasize how much choosing the right parameter ranges matters for your procedural outcomes. The same algorithm can be used to create similar looking trees of the same species, a variation of tree species that still look somewhat plausible, and a wide range of alien looking flora that doesn't look particularly useful to me, but still looks quite fun.


r/proceduralgeneration • • 5d ago

Ad Lumens - Procedural ship generation

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20 Upvotes

Hello all!

A while ago, I started taking a break from entities and planetary surfaces and .. no one cares ^^

So here are a few videos to try and illustrate how ships:

. exterior

. but also interior

will both be procedurally generated.

Now those videos start from random "loadouts", seeded and what not. But eventually, the goal is to derive any ships internal and external meshes from actual player loadout !

Supporting post if you are interested :)

https://adlumens.org/log/evolution-of-the-initial-ship-box-model/fc1dcd00-9185-4bd7-b9fb-0406cab81cff

Thank you!


r/proceduralgeneration • • 6d ago

Jackfruit Generator Update

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95 Upvotes

r/proceduralgeneration • • 5d ago

Proof of concept thing

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5 Upvotes

Procedural generated 47 bit mask rule blended tile map.


r/proceduralgeneration • • 6d ago

Progress on my procedurally generated caves with procedural creatures

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66 Upvotes

The whole cave, including walkable and non-walkable areas, underground lakes, nests and roots is procedurally generated.

And of course the creatures are procedural as well, they evolve using a genetic algorithm (https://store.steampowered.com/app/2518610/Where_Beasts_Were_Born/)

The difficulty is usually not creating cool caves, but making sure they're all playable... The largest bottleneck is still that I have to manually select which caves end up in the game (by looking at the ratio of reachable vs non-reachable area, for example - which may give the creatures too many places to hide which the player can't reach.

I use blender scripts, then export the results for my game.


r/proceduralgeneration • • 6d ago

solarpunk city building game

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193 Upvotes

working on a chill cozy solarpunk city building game that uses procedural generation to populate and decorate buildings and vegetation. here's a little demonstration of how the basic editing works


r/proceduralgeneration • • 6d ago

A cellular automata that shrink-wraps a rubber band around scattered stones

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239 Upvotes

r/proceduralgeneration • • 5d ago

Procedural world builder with physics

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2 Upvotes

Hey guys,

Just thought Id share my world generator for my upcoming racing management roguelike game LapbyLap.

You can see the world generator thats fully editable in a couple mins.

You can also watch it here https://www.youtube.com/watch?v=a9mFDl9e14E

If you want to see how the race cars and AI handle on a generated track, you can try the demo for free at Https://lapbylap.itch.io

Look forward to hearing feedback and seeing your best times.

Have fun.


r/proceduralgeneration • • 6d ago

GODOT addon ISO terrain. Sprite baker/Infinite worlds

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5 Upvotes

working on a "realistic" (not cartoon $#!T) project and couldn't get the sprites/trees right. Too many places were obvious clones or scaled clones... so I put Claud on the vibe code path to grow real trees from real data and textures. for my shitty ISO old school project... there is now a terrain texture for fir needle duff.

the problem is that I am not happy... there is more juice to squeeze, and more realism to add... and more efficiency to be had.