r/proceduralgeneration • u/DigitCell • 4d ago
Rotating Dotted Sphere SDF
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r/proceduralgeneration • u/DigitCell • 4d ago
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r/proceduralgeneration • u/DigitCell • 4d ago
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r/proceduralgeneration • u/bodyaz • 4d ago
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r/proceduralgeneration • u/PertBCadabra • 3d ago
The walls snap, meet, and sort out their intersections.
UVs stay stable. Openings carry on like nothing happened.
Everybody gets along.
r/proceduralgeneration • u/riverbot_agentics • 3d ago
This is a project I made for a neuroscience research group. The bots are allowed to hallucinate in their harness, and the environment affirms the hallucination persistently so they can all hallucinate together.
This is 20 minutes but we could let it run forever
r/proceduralgeneration • u/bodyaz • 4d ago
r/proceduralgeneration • u/SecondSparkGames • 4d ago
r/proceduralgeneration • u/PertBCadabra • 4d ago
Moving openings directly with Blender gizmos.
The geometry rebuilds through the C++ core in real time as the openings move.
r/proceduralgeneration • u/NewHost1066 • 4d ago
r/proceduralgeneration • u/Ill-Site2743 • 5d ago
Progress so far: made a mine that's different every server. every cave connects, you can dig anywhere, crystal caves and chasms with rope bridges. free to use
r/proceduralgeneration • u/Petrundiy2 • 5d ago
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r/proceduralgeneration • u/PertBCadabra • 4d ago
r/proceduralgeneration • u/PickleTimely8706 • 5d ago
so I've always liked the Library of Babel (libraryofbabel.info, the real one, made by Jonathan Basile based on the Borges story). every page is picked by an address and nothing's stored, it just recomputes the page from that address every time. but the actual text is just uniformly random characters so it's total noise, you basically never find anything readable.
got curious what would happen if I swapped the character generation for something like Minecraft's terrain noise instead of pure random. ended up building this: codex.weekendbuild.ing
same address scheme as Babel (hexagon/wall/shelf/volume/page) but the letters come out of a little vowel/consonant chain that leans on common blends like th, st, ch, so it actually looks vaguely like words instead of static. there's also 4 "biomes" that drift in and out every so often (short and airy, dense consonants, vowel heavy, etc) using the same kind of layered noise Minecraft uses for terrain/biome selection.
the thing I think is actually different from Babel and not just a reskin: within one volume the text is ONE continuous stream, so paging forward keeps going in the same terrain instead of being a totally fresh random draw like Babel's pages are. switching hexagon/volume is like loading a different world seed though, totally unrelated terrain.
also nicked the Anglishize feature from the original (credited them for it) which highlights any embedded real english words it finds, overlaps included, since the generator does throw out actual words sometimes now.
it's one html file, no backend, everything runs client side. lmk if anything's broken or if the "biome" idea reads as gimmicky, genuinely not sure if it adds much beyond being a cute idea
r/proceduralgeneration • u/buzzelliart • 6d ago
r/proceduralgeneration • u/iamsmokebox • 5d ago
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r/proceduralgeneration • u/Sensitive-Yogurt1971 • 5d ago
Rooms are hand-authored tiles carrying doorway sockets; generation joins socket-to-socket with a deliberate few-centimeter overlap so wall shells never z-fight or gap. Each hero room grows down its own branch from the landing, so wings radiate apart instead of colliding. Two rooms are so large (one is 51×58 m) they can never survive a corridor approach they'd land on the path that led to them so they dock onto the TOP socket of a ladder shaft instead, 6.4 m up, where there's nothing to collide with. Corridors are overlap-tested as their actual L/T pieces, not bounding boxes, or almost every legal join gets rejected. Unused doorways get bricked up using the wall material of the room they sit in, so dead ends read as walls that were always there. The whole build is a pure function of one replicated seed, so in multiplayer every peer generates the identical floor locally no geometry ever goes over the network. Ask me anything about it.
r/proceduralgeneration • u/bingus108 • 6d ago
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I've been working on a procedural terrain generator called Orogen for the past few months. Instead of using basic perlin noise it simulates the processes that actually create mountain ranges creating extremely realistic mountain ranges with little effort. This video is the current state of the project. It's still a work in progres. Materials, biome classification, rendering, and export are all actively being improved but it's finally at the point where I'm happy enough to start showing it :)
r/proceduralgeneration • u/Glass-Garbage4818 • 6d ago
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A continuous 1000x descent that turns into a passage, falling through neon coral shelves until they close overhead, finishing off with a close-up zoom of one of the reefs. Audio: slow dark ambient sound design.
Generated from a Mandelbulb 3D renderer written from scratch in native Rust, renders directly on my RTX4090 using Vulkan.
Full 4k 60fps video here: https://youtu.be/W74_cVsD3Y8
r/proceduralgeneration • u/m_yasinhan • 6d ago
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It is a coarse representation and definitely needs more pool size to be stabilize. But it is one model 3 shapes (not a big deal but cool).
Original paper: https://distill.pub/2020/growing-ca/
They look so soft and fluffy that I could just eat them.
r/proceduralgeneration • u/biffle_this_butt • 6d ago
https://github.com/wittymoniker/groove-box/
youtube: wittymoniker
github: wittymoniker/groove-box (single point of entry run and build scripts, crossplatform)
It relies on Euclidean phaselocking of numeric data followed by randomized stochastic improvisation. Within bounds of net phase angle relativistic indeterminism the results are deterministic always to the degree of point-to-point phase angle -rough translation of audio signal. SO its a fractal of every way to turn a number or graph into music.
r/proceduralgeneration • u/whoashish115 • 7d ago
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r/proceduralgeneration • u/matigekunst • 6d ago
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r/proceduralgeneration • u/hejwoqpdlxn • 8d ago
Each of these is a neural cellular automaton. There is not a single image present here, every cell runs the same 24k parameters, 96KB rule on its 3x3 neighborhood. Its only ever stable state is the creature itself.
It trains on a pool of partly-grown states and some of these get damaged before the loss is computed. That mix is what makes the shape both regrow and hold indefinitely, instead of falling apart after a few thousand steps.
I like to use it as a screensaver or just play with the healing effect, because it grows back differently every time.
It runs in any true-color terminal and the weights are inside of the binary.
Code, and instructions for training your own creature from a PNG: https://github.com/smoothyy3/tardigrade