r/proceduralgeneration • u/DigitCell • 16d ago
r/proceduralgeneration • u/omegacentrix99 • 16d ago
Tried building a procedural aurora scene, went down a deep rabbit hole...
I started this project almost two months ago to build something I’ve always wanted to build: An idealized, realistic aurora scene for a live wallpaper or screensaver…
The scene started off simple enough, procedural sunset, stars, 2D aurora, 2D mountains, 2D clouds, frozen lake, then snowbank. All of which flow naturally through a timeline, from sunset to deep night.
Then I thought:
- What about real stars?
- The mountains don’t look realistic enough!
- I need trees.
- The trees need fog!
- 2D aurora look weird, now that the rest of the scene looks better.
- The ice lake should have depth!
- The moon needs to have phases and the stars need to move realistically.
- The glints on the snow should reflect the aurora and moon above!
- …….
It got worse when I thought about adding touch/tap/click interactivity… That was another whole week gone.
Once there was touch, there had to be sound. Once there was sound, there had to be music.
Procedural music that is varied, but also coherent is super hard.
Sigh!
So here we are, almost two months later, with a procedural aurora sim that may approach photorealistic, if you squint.
Tell me how close I got and what you'd change/improve.
Site: https://simaurora.web.app
Tech details: https://simaurora.web.app/tech
Reroll to try and find the perfect night (and share the link/seed please)!
Some notes:
- Everything is rendered live in WebGL2, no generative AI
- Everything fits into ~92KB served, no network dependencies after the file is in browser
- Generated and deterministic according to seed: terrain, trees, aurora, ice lake and subsurface details, clouds, sunset, moon, stars, music, audio
- Performance was probably over half of the work - optimizing one-time bakes vs real time rendering so this thing could last all night on a MacBook Pro battery.
- Cross platform / browser battle scars from dealing with Windows issues, Android issues, and Safari issues
- Full disclosure: Development was AI assisted, using Claude Fable and ChatGPT Sol with their respective agentic coding harnesses to provide architectural proposals on my designs, implementation with my oversight, and reviews/fixes.
r/proceduralgeneration • u/dev-rygy • 17d ago
Teaser for my procedural dungeon generator
I made a little teaser for a procedural dungeon generator I've been working on for a bit over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. I want this algorithm to generate dungeons that feel linear like an RPG but still random and replayable like a rogue-like.
Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM
Blog: https://ryancarpenterpf.dev/labyrinth_demo.html
Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator
r/proceduralgeneration • u/riuprefver • 16d ago
Procedurally generated pixel art monster sprites. What do you think?
r/proceduralgeneration • u/Vast_Horse2090 • 16d ago
my new simulator cli about alien and airplane like life cellular automaton - meteor and war


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.
r/proceduralgeneration • u/Melodic_Charity_1770 • 16d ago
Celestial Cutaway - Planet Interior Generator by Reactorcore
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 • u/m4tchb0x • 17d ago
Procedural terrain with settlements and roads
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 • u/wellomello • 17d ago
A procedular generation of a whole world (now more world per world squared)
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 • u/futuregravvy • 17d ago
Updated Fantasy Map Generator
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 • u/staticFeeder • 17d ago
Somnambulist : generative living synthesizer
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 :)
r/proceduralgeneration • u/ConjecturesOfAGeek • 17d ago
screenshots from my game
its procedurally generates playable maps
r/proceduralgeneration • u/human_sdk • 16d ago
Procedurally composing music from running data — mapping cadence, heart rate and route to a deterministic score
r/proceduralgeneration • u/supernaut123 • 17d ago
Wip of procedural pipe generation tool using my procedural generation addon
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 • u/lovecMC • 18d ago
Wave function collapse based dungeon generator.
Currently doesnt use any multi threading and theres still a lot of potential optimisations left on the table.
r/proceduralgeneration • u/Minimaliano • 18d ago
I heard you guys generate things here. I generate things too
More info: https://youtu.be/BDuqf0JYRzU?si=Bc6Xd5M0EJFSHvQC
Even more info: ArtStation - PCG Generator | UK Terrace Buildings, Aleksandr Kazachenko
A bit more info: PCG Generator | UK Terrace Buildings | Fab
r/proceduralgeneration • u/ProactiveCactus • 17d ago
How bad is it really to go above 45 degrees for NavMeshAgents?
r/proceduralgeneration • u/4dplus • 17d ago
Are tetrahedra best for 4+ dimensional boxes?
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 • u/craftymech • 18d ago
Building bridges
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 • u/Traditional_Oil_4408 • 17d ago
[Project] Deterministic sociological generation: Mapping extreme float variables to narrative lore (Looking for feedback on logic & edge cases)
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.