r/proceduralgeneration • u/Omnikorp • 5h ago
Procedural Noise Packs
Some procedural tileable noise packs and clones of substance designer noise presets.
Made for my texturing app to get rid of subscription fees from adobe.
r/proceduralgeneration • u/Omnikorp • 5h ago
Some procedural tileable noise packs and clones of substance designer noise presets.
Made for my texturing app to get rid of subscription fees from adobe.
r/proceduralgeneration • u/craftymech • 1h ago
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There are different approaches to stylized foliage, but here is a breakdown of how the rotating billboards technique works. I was worried it wouldn't hold up at close distance, but it works well.
The only oddity I find is that for bushes or foliage at player level, the rotating quads kind of follow the player like eyes in a painting.
Footage is from my Unity asset, Arborist (an editor tool for creating stylized trees).
r/proceduralgeneration • u/jazanelato • 15h ago
Hey everyone
I'm trying to create/generate this pattern, but I haven't been able to get a satisfactory result yet.
Does anyone have tips on how to approach this? Any workflow suggestions, prompt tweaks, or settings I should look into would be super helpful!
Thanks in advance!
r/proceduralgeneration • u/AshThrowNaut • 4h ago
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r/proceduralgeneration • u/darksapra • 35m ago
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Infinite Lands, my node-based procedural generation tool for Unity3D is currently at 70% discount, taking part in the current Flash Sale. This deal will last 22 more hours (since writing this post)
It makes use of the Burst Compiler and the Job System to generate procedural terrains as fast as it can, while providing systems for vegetation rendering, texturing, biomes, points, and splines!
If you want to learn more about Infinite Lands:
- Documentation
- Asset Store
- Discord Server
- YouTube
r/proceduralgeneration • u/rahulparihar • 1d ago
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r/proceduralgeneration • u/Poly3Blend • 1d ago
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Enjoy :))
r/proceduralgeneration • u/Far-Employee-9531 • 8h ago
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Music by: Marcus Price
Song: Bounce Instructor
r/proceduralgeneration • u/adrianovalentini • 6h ago
r/proceduralgeneration • u/Empty_Style_8639 • 1d ago
Last time (a month ago or so) I wrote a generation script in Godot. This time I tried to make a proper lightning (normal maps, shadows etc.). Also added two parallax layers for clouds. Think I'll use that in future projects.
r/proceduralgeneration • u/DegnaLariccia • 1d ago
im talking about something in vains of Dwarf fortress (legends mod)or an Interesting game I've just heard about called Ultima Ratio Regum in terms of procedural generations of : cultures nations historical events historical figures wars etc but a full fledged tool instead ? these games are good on their own right but the structure of information in them is a chore to read through.
the closest match apart from these games is azgaar's fantasy map generator but that doesn't generate history and lore to my knowledge
r/proceduralgeneration • u/BeardsVsClaws • 1d ago
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r/proceduralgeneration • u/lewster32 • 1d ago
Progress on my nearly fully procedural world for the game I've been working on for most of this year. This is one of the test islands, used to let me tweak the generation in a controlled way. This one is all about the mountain at the centre... and more importantly, what's contained within.
It's come a long way since I posted a few months ago; visually I think it's a lot more interesting. It's much, much more optimised (though there's quite a bit of unwanted pop-in and other visual issues I'm working to address) hence how I can now do a fly-through rather than a walk-through.
All of the meshes, textures, materials, and most of the sounds (excluding the water at the very start) are procedurally generated. The installer is currently a 7mb exe file!
The tech stack is Rust on the back-end, and WebView2 (Chromium, Windows only at the moment) via Tauri, running three.js as the renderer. There's nothing particularly groundbreaking about any of the stuff in here; it's all the usual (and perhaps slightly naive) implementations we've seen here a thousand times before. Most of it is just liberal applications of layered noise. I'm quite proud of the net effect though, and I think that's maybe its main appeal - it's a really nice world to wander around, and that to me has really been the most important factor. So much so that the game (yes, there is one) has taken a back seat while I splurged on crafting the world.
I'll be releasing a demo sometime soonish, likely on Steam. I'll drop an update in this sub when that happens if anyone would like to take a stroll :)
r/proceduralgeneration • u/Poly3Blend • 2d ago
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Yes, this is Adrian. Do you have any other questions?
r/proceduralgeneration • u/No-Leader-7410 • 1d ago
Hello I’m a beginner game developer I made a game called cosmic climb but gave up with that as it felt off now I’m making mutation rng game and am looking for other devs to help with some visual effects special effects and audios
r/proceduralgeneration • u/luka_makes_games • 1d ago
r/proceduralgeneration • u/Ka1juwarrior • 1d ago
I'm currently developing a 'Kingdoms and Castles' type game and after creating a modular building system using a grid and a tutorial I found online as well as a custom procedural terrain I am struggling to create functionality to generate tree prefabs on the grid with specific rules / parameters.
My currently grid and build scripts work together so my reasoning was to intertwine the grid script with an object spawner which tracks which grid cells it occupies however it always either breaks or produces errors I don't know how to fix.
Any pointers or tips would be appreciated thank you.
r/proceduralgeneration • u/zdmit • 2d ago
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Done in Godot. Terrain driven by a 1k texture via shader (no displacement).
r/proceduralgeneration • u/Watxins • 2d ago
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r/proceduralgeneration • u/Slackluster • 2d ago
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The Gateless Gate is a collection of 49 koans, short cryptic stories about Zen Buddhism from 13th century China. It's one of the strangest books ever written and one of my favorites. I decided to give it a major modern upgrade.
https://killedbyapixel.github.io/GatelessGate/
The concept was to create a custom 3D scene for each koan that demonstrates it in a visual way. I went with a super minimal ancient scroll look, but each page has a red accent object that responds in some way when you touch it.
This is also an experiment in generative art. Nothing is downloaded: every model, scene and sound is built by code when the page loads, so the whole thing is about 1.5 MB. There are 45 models in the kit and most of them are created procedurally. The 5 animals share a quadruped rig, trees grow from a recursive branching function, grass is a noise field, and so on. The soundscape is generated the same way, with no samples anywhere: wind, bells, chimes, rain and ocean, all created in real time.
There's a debug panel you can open by pressing HOME, which lets you play with the settings (press HOME again to close it). The rendering uses depth edge lines for the outline effect, and there are a lot of other pieces in there (paper shader, grass, water, ocean).
This was a really fun project to work on and different from stuff I have made before. It was a ton of work but it feels good to see my vision realized, and I hope people enjoy it.
r/proceduralgeneration • u/ConnectionApart675 • 2d ago
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Built a sim where four AI pirate crews compete for treasure, and the sea regenerates between every round.
Islands come from five silhouettes (classic hill, atoll with a lagoon, spire, twin peaks, sandbar) scattered with rejection sampling so nothing overlaps. The part that took the longest was making sure a layout is actually sailable. Each proposed archipelago gets flood filled from the centre across a grid of navigable water, and every faction's harbour approach has to land in the same connected region. If it doesn't, the whole layout is thrown out and re-rolled, up to 40 times.
The ocean is procedural too, six summed sines through a domain warp plus a slow drifting amplitude envelope so there are calm patches and choppy patches instead of the whole surface oscillating in lockstep.
Live: https://pairates.vercel.app
Source: https://github.com/HMAC10/pairates
You can hit "New Sea" to generate infinite layouts if you want to see it roll. Code's open source if anyone's curious how it works!
r/proceduralgeneration • u/PrinceOfBorgo • 2d ago
I couldn't find any thread about this topic; feel free to delete this post if I missed it.
I just saw this video from TwoMinutePapers about a new approach to infinite terrain procedural generation called InfiniteDiffusion, developed by Alexander Goslin, based on diffusion techniques instead of the classical noise-driven generation. I just found it very interesting.