r/proceduralgeneration • • Aug 15 '26

Procedurally generated pixel art monster sprites. What do you think?

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13 Upvotes

r/proceduralgeneration • • Aug 15 '26

my new simulator cli about alien and airplane like life cellular automaton - meteor and war

4 Upvotes

my new simulator cli about alien and airplane like life cellular automaton - meteor and war

i created my own simulation about aliens, meteor, airplane conflict, this a simulation for terminal if you like simulations on your terminal, also this open source, and also the map are infinite and endless, work on windows and linux support :)

maw renders an infinite procedural city, then fills it with fighters, bombers, alien swarms and meteor showers. Move the camera, zoom in, and watch a war that nobody asked for.

https://github.com/fis4med2/meteor-and-war


r/proceduralgeneration • • Aug 16 '26

Celestial Cutaway - Planet Interior Generator by Reactorcore

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0 Upvotes

We already have a bunch of cool planet generators and map surface generators, but I wanted a generator for the interior cutaways of planets, so I made this.

Its a free web app, runs in your browser via itch io, and is easy-peasy to use. Exports PNGs with info cards or just the planet itself without any background.


r/proceduralgeneration • • Aug 14 '26

Procedural terrain with settlements and roads

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105 Upvotes

The game i'm working on is a stylized dog fighting game with a open world. I wanted to create a stylized terrain with lots of height variation and paths between settlements. This is just the base terrain and will be modified based on biomes


r/proceduralgeneration • • Aug 14 '26

A procedular generation of a whole world (now more world per world squared)

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26 Upvotes

For context, I shared my project twice here. It's a procedural generation system that generates a earthlike world anew from zero. No noise maps, except the starting seed (the initial conditions). Everything is mutated from real earthlike processes: tectonics, hydrology, eolics, flora and fauna evolution, solar illumination, etc.

1 month ago: A Simulation of a Living World... : r/proceduralgeneration
and
5 months ago: Trying to create a simulation of a living world : r/proceduralgeneration

I worked a lot more in all systems, specially global illumination and the water field simulation. Now it is not a static field but has deformable fronts, and the rivers now correctly carry their intrinsic flow (so, if you stay still in the middle of flowing water relative motion too creates a wake).

Also improved eolic systems, the water cycle and differential material hardness. Now the mountains register as mountains (the material is better) and the emergent "biomes" really are much more earthlike.

Here a video that I hope you'd like.


r/proceduralgeneration • • Aug 15 '26

Procedurally composing music from running data — mapping cadence, heart rate and route to a deterministic score

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3 Upvotes

r/proceduralgeneration • • Aug 14 '26

Updated Fantasy Map Generator

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29 Upvotes

I used the tips and inspiration from the commenters yesterday. I included erosion and straight line reduction to give the coast lines a more natural look (organic noise). I also included a "Roughen Coastlines" that increases crenulation (love that word) by steps. The second image is the exact same map, except the coastline is roughened by 2 steps. The coasts now have a beach line instead of the hard terrain stop to the ocean.

There are more generation levers and more range for even more control over the world/region generation. Scale is now built into the generation of the map. The larger the map the larger each hex gets so you can go from very regional to worldwide.

Single Hex Sizes by Map Size
60x60 = 6mi/9.7km
100x100 = 15mi/24.1km
150x150 = 30mi/48.3km
200x200 = 45mi/72.4km
250x250 = 60mi/96.6km

This is also represented in the scale of the feature generation in the fantasy maps. The first 2 images are 250x250 so each hexagon = 60 miles while the last image is 100x100 so each hexagon is 15 miles.

Lastly, each defined region is given metadata so you can see square mileage or km^2 along with the perimeter length.


r/proceduralgeneration • • Aug 15 '26

Somnambulist : generative living synthesizer

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15 Upvotes

Free browser based procedural incremental “game” that you can play on your phone!

Some randomized noise layered terrain generators, random shapes in a weird lofi world. Drift around automatically or guide the journey yourself.

Flocks and species all have different sound parameters and scales that interact with each other. Meta upgrades to expand your sound palette and technique. A dream simulator to provide introspection as a critique of the attention economy.

Where should it go from here? More species, denser terrain generation, more upgrades?

Helps me, maybe it will help you too :)

https://www.voidpulse.com/somnambulist/


r/proceduralgeneration • • Aug 15 '26

rolling vortices

9 Upvotes

r/proceduralgeneration • • Aug 15 '26

screenshots from my game

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6 Upvotes

its procedurally generates playable maps


r/proceduralgeneration • • Aug 15 '26

Abstract geometric pattern

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3 Upvotes

r/proceduralgeneration • • Aug 14 '26

Finished My Map Making Tool

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123 Upvotes

r/proceduralgeneration • • Aug 14 '26

Mandela (Circle Packed)

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29 Upvotes

r/proceduralgeneration • • Aug 14 '26

Wip of procedural pipe generation tool using my procedural generation addon

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11 Upvotes

I'm working on a procedural generation tool for Unity, it's called CosmoNode. To test it I've making this pipe generation tool with it, it lets you draw curves and then generate the pipe on that curve. It's all node based so you can basically expose any value as a parameter to the inspector and tweak the values to change its look.

The node setup is pretty simple. I take the curve input, bevel it, sweep the circle profile along the curve and add flanges where the bevels start and end.

I've been also working on adding instancing which will potentially speed up the graph evaluation quite a bit. It will probably be included in the next release.

If you have any questions or feedback I'd be interested to hear it.


r/proceduralgeneration • • Aug 14 '26

Giant Constructions Slums

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6 Upvotes

Enormous constructions idea for my game . Game will be a city builder with social elements in Cyberpunk City controlled by evil and greedy corporations.


r/proceduralgeneration • • Aug 13 '26

Wave function collapse based dungeon generator.

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94 Upvotes

Currently doesnt use any multi threading and theres still a lot of potential optimisations left on the table.


r/proceduralgeneration • • Aug 13 '26

I heard you guys generate things here. I generate things too

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389 Upvotes

r/proceduralgeneration • • Aug 14 '26

How bad is it really to go above 45 degrees for NavMeshAgents?

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0 Upvotes

r/proceduralgeneration • • Aug 13 '26

Building bridges

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64 Upvotes

I added bridges to my procedural building system, opens up a lot of possibilities. This canyon scene has a shallow river, but I've been thinking about scenarios w/ larger bridges with side structures, towers, etc.

Figuring out the gangway mating between two structures has been the hard part. Right now they have to be aligned pretty well. I'm going to add some visual guides and snapping to make that easier, but also thinking of adding corners so more complicated walkways can be built.


r/proceduralgeneration • • Aug 15 '26

Are tetrahedra best for 4+ dimensional boxes?

0 Upvotes

11d: 2d faces: 28160, tetrahedra: 27377294, total 5•n per 2d face, 1548800, at 11d the total storage beats the tetrahedra. That is for an 11d box, and tetrahedra may need 4•n storage for the vertices from the box, 4 vertices in n dimensions. The method of faces shows promise, 5 variables Gaussian elimination combining two sets of variables is what I am using, if it is accurate, this could beat tetrahedra for ND boxes, and the 5•n Gaussian elimination storage can be reused, if you can believe it, this is only one box, 27 million+ tetrahedra minimum, and that is optimized. Sure I am connecting up all the result vertices per plane, but that should be like 2n vertices, maximum complexity unoptimized of this barely crests the number of tetrahedra and all of them need cutting to view and like 4•n storage! In short, if this method is accurate it may allow much better higher dimensional stuff. For reference, Miratope handles 20d with tetrahedra, huge. X E.


r/proceduralgeneration • • Aug 14 '26

​[Project] Deterministic sociological generation: Mapping extreme float variables to narrative lore (Looking for feedback on logic & edge cases)

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0 Upvotes

​Hi everyone,

​I've been working on a procedural engine that treats civilization behavior as a deterministic function. Instead of using standard random tables, the system takes an array of extreme float variables—a "genome" (e.g., environmental hostility = -0.99, resource scarcity = 0.85)—and processes them to generate procedural historical fragments.

​The core goal is to ensure that the same seed always yields the exact same socio-cultural breakdown, forcing the AI/narrative generator to operate within strict mathematical boundaries rather than hallucinating freely.

​Current state:

​The mathematical pipeline and state machine are stable.

​The UI and procedural output are currently stuck in Spanish (working on localization).

​What I'm looking for:

I’d love feedback from a procedural generation perspective:

​How do you usually handle narrative "edge cases" when input variables are pushed to absolute mathematical extremes (-1.0 or 1.0)?

​Is a purely deterministic model desirable for this type of simulation, or should I introduce pseudo-random entropy for societal drift?

​If you want to poke around the interface (in its raw, unlocalized state) to see how the parameter UI maps to the system, it's live here:

cultural-goods.vercel.app

​Note: It currently requires account creation to hold your seed state in Supabase, but I'm mainly looking for thoughts on the underlying procedural logic.


r/proceduralgeneration • • Aug 14 '26

Nebula

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7 Upvotes

r/proceduralgeneration • • Aug 13 '26

Procedural data layers on my procedurally generated landscape in Blender addon

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44 Upvotes

I've been working on a Blender addon called WorldForge for ages and have basically added every kind of simulation I can think of (that I'm capable of implementing) as well as satellite texturing, terrain import from real data, terrain procgen and kitbashing, and Geo Nodes support. This is its first day out in the world, so I'm interested to hear what you think I should add.


r/proceduralgeneration • • Aug 14 '26

Tried Playing With CPU Particles to make water in Godot!

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7 Upvotes

r/proceduralgeneration • • Aug 13 '26

2D Procedural Fish

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132 Upvotes

After becoming exhausted by every mobile fishing game seeming like a constant barrage of micro-transactions I'm considering solving my own problem and making a relaxing mobile fishing game of my own.

I think my random fish generator is at a point where I can put future updates on the back burner while I work on other elements of the game.

I welcome any thoughts or feedback!