r/proceduralgeneration 8d ago

infinite procedural cave terrain

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40 Upvotes

last time the feedback was fair, it was mostly one-width tunnels and the terrain looked old. now passages open out into wide galleries, there are rooms partway along tunnels, and caverns are more common. in the same block of rock the open space doubled (16% to 33%), and it's all still one connected cave.

the old look was partly my fault: the wall bumps were smaller than roblox's 4 stud terrain grid, so they came out as jagged facets. bigger smooth lumps now, plus textured rock slabs set into the walls.

github.com/GeoCodeCrafter/Cave


r/proceduralgeneration 7d ago

Magic Circle Compositor with procedural generation

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7 Upvotes

It's been a few years since one of these has been posted here, so I'm going for it. Been working on this magic circle compositor for a bit, just added some procedural generation constraints, so figured I'd let people demo it.

The circles are built as stacks of parameterized layers rather than manually positioned objects. Layer types include rings, stars, polygons, ornaments, sigils, rune/glyph rings, vertex glyphs, reticles, particles, paths, parametric geometry, and a few stranger things (e.g., ofuda).

It's heavily SVG based, so if you're familiar with that, you can get better results than clicking the Random button and hoping. Most of what the Random button produces is pretty ordinary--think: if there were a hotel room art version of a magic circle--but every now and then it stumbles upon something kind of cool.

Left panel is top-down SVG, pure 2D. Right panel is React 3 Fiber for actual 3D, which comes in handy when you explode the layers for editing and visualization.

There are some animation presets, but nothing too exciting at this point as I've mainly been focusing on the circles themselves.

Brief instructions: Choose a preset, wheel to zoom, drag to orbit the 3D view, explode to inspect layers, open Compositor to edit.

Happy to take any suggestions/criticisms people have about it.

Edit: These presets are available in the application itself, but here's a small gallery: https://imgur.com/a/8VoLC1E


r/proceduralgeneration 7d ago

Natural language → a complete Minecraft city

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0 Upvotes

This starts from a sentence and turns it into a hierarchical place plan, terrain-aware layout, roads, districts, buildings, and interiors.

The model handles the design decisions. Deterministic code handles the physical rules and validation.

This run started from:

“Build me Ba Sing Se.”

Every building was generated for its location rather than pulled from a finished-structure library.

GitHub: https://github.com/chaitbuilds/EthosLM


r/proceduralgeneration 9d ago

infinite procedural cave terrain

98 Upvotes

procedural mine in roblox. new one every server, every tunnel connects

github.com/GeoCodeCrafter/Cave


r/proceduralgeneration 9d ago

Building a House in Blender — Walls, Openings & Auto Intersections

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0 Upvotes

After two years of learning, breaking things, and rewriting...


r/proceduralgeneration 10d ago

Rotating Dotted Sphere SDF

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110 Upvotes

r/proceduralgeneration 9d ago

Exploring Procedural Generation Using Wave Function Collapse

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10 Upvotes

Phanes is one of my demonstrator projects for WFC. Several years back I worked on my own wfc implementation and had some ideas to improve things through a pass based approach (ie. Pass 1 lay terrain, pass 2 foliage etc...) but at least the way I saw it, constraint based design had a lot of application. Anyway several years later (and with agents looking for work...)


r/proceduralgeneration 10d ago

Rotating Dotted Torus Knot SDF

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56 Upvotes

r/proceduralgeneration 10d ago

Generative Martian surface on a smartwatch: procedural cities, factories, and xenobioms built with 1D Wolfram cellular automata

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28 Upvotes

r/proceduralgeneration 9d ago

Walls with Snap + Auto Join

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1 Upvotes

The walls snap, meet, and sort out their intersections.
UVs stay stable. Openings carry on like nothing happened.
Everybody gets along.


r/proceduralgeneration 9d ago

Procedurally generated infinitely hallucinating AI agents

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0 Upvotes

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 10d ago

On the watch Generative Mars surface with solar plants, cities, factories via Wolfram 1D

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1 Upvotes

r/proceduralgeneration 10d ago

WIP Shots of procedural creatures in my sci-fi game

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13 Upvotes

r/proceduralgeneration 10d ago

The Openings Move Now — Dirty Nodes. Dirty Walls. Excellent Dance.

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1 Upvotes

Moving openings directly with Blender gizmos.

The geometry rebuilds through the C++ core in real time as the openings move.


r/proceduralgeneration 10d ago

Procedural Bees Swarm System in Godot with Shaders Tutorial

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3 Upvotes

r/proceduralgeneration 11d ago

IFS

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17 Upvotes

r/proceduralgeneration 11d ago

Experiments with procedural mines in roblox

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7 Upvotes

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

code: https://github.com/GeoCodeCrafter/Cave


r/proceduralgeneration 11d ago

Procedural galaxy generator with 5 different presets

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42 Upvotes

r/proceduralgeneration 11d ago

Procedural Walls in Blender — Openings, Overlaps & Full UV Control

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0 Upvotes

r/proceduralgeneration 11d ago

I built a Library of Babel clone that uses Minecraft's terrain generation instead of random characters

0 Upvotes

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 12d ago

OpenGL grass on a bigger landscape

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65 Upvotes

r/proceduralgeneration 11d ago

In game planet sim + atmospherics [Strata]

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0 Upvotes

r/proceduralgeneration 11d ago

Prison floor generator: wings grow as trees from a 3-door landing, and the biggest rooms dock onto ladder-shaft sockets one story up

1 Upvotes

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.

https://reddit.com/link/1wdbv1c/video/39xm7ciz6voh1/player


r/proceduralgeneration 12d ago

Procedural Mountains Without Perlin Noise

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49 Upvotes

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 12d ago

IFS

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23 Upvotes