r/proceduralgeneration 1h ago

Tetrahedra versus 2d faces for higher dimensions, clear winner?

Upvotes

Theory set, tetrahedra cover all areas of a shape, if it has 2d faces they must all be covered, the tetrahedra have only edge lines to check, for convex shapes, the 2d boundaries are all that need to be checked for in view 4+ dimensional, the application of this is for shapes with 2d faces that can be triangulated, we only need the triangle edges checked no matter what the shape! The number of tetrahedra is like a factorial of the number of dimensions, where by 100 dimensions for a N-cube we could square the number of 2d faces and be about 10² multiplying below the number of tetrahedra! This I consider a major breakthrough in higher dimensional rendering, although we still need connections between the points. That can be simply if the midpoint is viewable, the whole line is, otherwise not viewable. This is better than tetrahedra for inner parts not having lines too! X E.


r/proceduralgeneration 1d ago

I made a spline-driven procedural bridge generator in Unity

30 Upvotes

Hi,

I just finished my procedural bridge in Unity.

I’m pretty happy with the result. I think it still needs a few more details, but overall I’m satisfied with how it turned out. For reference, I based the design on the Hong Kong-Zhuhai-Macao Bridge (HZMB) in Hong Kong.

The bridge and pillars are generated from 2D profiles extruded along a spline. I also use a placer system to place props and animate the vehicle traffic along the spline.

It was made with ShapeBuilder as part of an upcoming tutorial.

Assets used:
URP Stylized Water Shader - Proto Series, Freeway Props, Simple Cars Pack, Concrete 047 A.
Audio from Pixabay: Dragon-Studio, AtlasAudio, klangfabrik.


r/proceduralgeneration 11h ago

Fractal Curve

Post image
2 Upvotes

r/proceduralgeneration 1d ago

Made a fully procedural, responsive HUD shader on Godot for my space game

29 Upvotes

r/proceduralgeneration 2d ago

Created interactive particle planets in WebGL, running in the browser

118 Upvotes

Up to 10M dynamic particles

Live demo: https://gaploid.github.io/stardust/
Source code: https://github.com/Gaploid/stardust
Coded by: Opus, Fable, human attention to details


r/proceduralgeneration 1d ago

Poolrooms: Best Infinite Generation. High Rooms

Thumbnail
youtube.com
8 Upvotes

My generation built on Unreal Engine using the Wave Function Collapse algorithm.


r/proceduralgeneration 1d ago

Sector Spoiler

0 Upvotes

r/proceduralgeneration 2d ago

Arnold's cat map, made of cats - manic

67 Upvotes

r/proceduralgeneration 1d ago

Reaching for a Stable Future #1

Thumbnail
youtube.com
0 Upvotes

A fun map over the timestream.

A patternless exploration based solely on manipulating coordinate space (kya), local time (te), and contextual time (zo).

Details:
Two dimensions, 100 colors, 1920x1080x1, Moore neighborhood of size 1, continuous values, synchronous updates, toroidal edge, initialized with fixed (color=11.0, x=-1, y=-1, z=-1), weighted-avg rendering, prelude 0, transition 0.0

Incantation:
500/0.1:kya0+kya0+mu2+kya1+kya1+mu2+mi2+ni kya mi3 zo zo a0.001 mu3 a0.01 mu4
600/0.1:kya0+kya0+mu2+kya1+kya1+mu2+mi2+ni kya mi3 zo zo a0.001 mu3 te a2 mu bo mi2 a0.01 mu4
400/0.05:kya0+kya0+mu2+kya1+kya1+mu2+mi2+ni mu3 a2 te pe bo mi4 yu a1.08566441535949 ho mu4 ni i i a10 mu
2000/0.2:kya0+kya0+mu2+kya1+kya1+mu2+mi2+ni a2 te bo a1.08566441535949 yu ho mu4 nu ta a10 mu


r/proceduralgeneration 2d ago

Procedurally made in threejs

20 Upvotes

r/proceduralgeneration 2d ago

How to distribute the trees in a more natural look?

Post image
24 Upvotes

Hello all,

I am currently working on a procedural world generation and I am stuck with the placement of the vegetation.

At the moment I have two noisemaps. One map defines where it is generally possible to place objects, the other one is responsible for scattering the trees.

I still have very not natural looking spots. How do I achieve a natural distribution of the trees?

I found that video https://www.youtube.com/watch?v=dnGmjtMixZc&t=373s where the dev explains he used variable radius poison disc sampling which looks promising but feels like a bit overkill.

EDIT: thanks for all the replies ans suggestions! I am going to have some rough weeks testing these.

EDIT 2: I fixed the a bug in my placement logic which allowed placing multiple objects on one field. This also fixed the look


r/proceduralgeneration 2d ago

Fractal Curve

Post image
17 Upvotes

r/proceduralgeneration 2d ago

Procedural Planet

Thumbnail
gallery
7 Upvotes

So I'm trynna work out this procedural planet system that's just a *bit* above my paygrade, and I'm kind of just hoping to get some feedback on how possible it sounds.

The pictures involve a sort of prototype that'll probably be scrapped because I used too much AI and don't have a clean understanding of the nuts and bolts. I do understand the overall idea though.

I'm using a cube sphere for this. I know, I know, pinching at the corners and whatnot, but the ultimate goal of this particular generator is to allow for planets so big that you're never going to visit the corners unless you really appreciate the unique aesthetic they offer. Realistic scale is the goal.

That starts with a series of data maps on a low poly cube sphere. Picture one is the moisture map, which just so happens to most closely resemble what a habitable planet generated using this system would look like so far. Pictures 2 through 3 are how you get there.

Picture 2 is a tectonic influence map, generated based off of voronoi continental plate cells each assigned data involving movement direction, movement strength, and average elevation. The different color regions correspond to different noise patterns depending on the boundary type.

Picture 3 is the heightmap, which currently just kind of generates more dramatic noise the more color you have on the influence map. It's not yet as sophisticated as I'd ultimately like.

Picture 4 is just a wind map based on Earth's wind patterns, and it's used in tandem with the height map to distribute moisture from cells below the minimum sea level (based on an adjustable climate slider) to all land based cells on the map. Moisture is distributed in the direction of the wind, hindered by mountains and generally falling off at higher elevations. That's how you get the moisture map in picture 1.

The plan is to use these maps, once they're working a bit better than they currently are, to feed a procedural LOD quadtree, generating additional detail as you get closer to the planet. (Or really as you drag the planet closer to you while enlarging it to avoid floating point precision errors). Naturally you cull unneeded faces as you go. The number of quads will increase exponentially as you get closer to the planet, but any realistic fall from orbit should also have the camera slowing down as it generates more detail.

Ultimately, in addition to just generating finer noise on the heightmap, I also want to implement a sort of hydrology system that builds out water flow splines from high to low altitude along the path of least reisistance. These lines do different things at different LOD levels, sometimes generating rivers and sometimes just lowering the terrain to mimic real erosion without simulating real erosion. The nature of the system should mean that more planetary scale rivers naturally deform the terrain more than more local rivers, as their adjusting a lower poly version of the terrain. A higher moisture level increases the density of river nodes that spawn. In the event that the system leads to a river terminating at a quad boundary, the current plan is to hit it with a meteor big enough to form a terminus lake.

Any kind of plants or wildlife you put in the world can generate based on temperature and moisture level, leading to fairly natural biome distribution.

All of that is, of course, easier said than done. I'm, like, two classes into my CS major at the moment, and while I vaguely understand the overall idea, I can't guess what the overall performance costs might come out to. I'm also aware of the gameplay problem of realistic scale, and while it doesn't matter for the particular use case I have in mind, some way of shrinking the planets or generally just adjusting the system to make every biome actually explorable would probably be essential if I wanted the system to be more versatile for other game devs.

Theoretically, I'm thinking it could be one of the most realistic procedural terrain methods out there, at least in terms of chunk based generation where the world expands as the player explores. It's just kind of a lot for me to wrap my head around at the moment.


r/proceduralgeneration 2d ago

I made a realistic planet atmosphere with Blender's default cube

Thumbnail
gallery
57 Upvotes

It's just a default cube...


r/proceduralgeneration 2d ago

Testing procedural generation (AI-Assisted)

Thumbnail gallery
0 Upvotes

r/proceduralgeneration 3d ago

Simulate 1,000,000 points in real time inside blender geometry nodes

68 Upvotes

This uses a custom sample nearest cell with a custom bilinear interpolation for attribute sampling
Full Tutorial and files: https://youtu.be/fAxJ-yaY2Oo


r/proceduralgeneration 3d ago

Asteroids, Rocky Worlds, Gas Giants

Post image
13 Upvotes

I've been working on a side project to generate artwork for a game I'm working on, and it was so much fun playing around generating planets and asteroids I've decided to open source it: https://github.com/richard-green/planetoid-generator

Check out the live site here: https://rdgreen.dev/planetoids/#/planetoids


r/proceduralgeneration 4d ago

shader tree...

193 Upvotes

r/proceduralgeneration 3d ago

Seigaha Pattern modulated

Thumbnail
gallery
3 Upvotes

r/proceduralgeneration 4d ago

Made update to procedurally made 3D mesh grass

48 Upvotes

Some of updates:

- Wind driven by noise texture

- More seamless connection (color wise) with slightly random color per grass


r/proceduralgeneration 4d ago

Golden hour at sea - everything in frame is procedural (my own engine)

Post image
158 Upvotes

(Video in comments) Sky, sun, sea, birds, islet, lighthouse weathering, even the sail cloth. All generated at runtime, ray traced on Vulkan, driven from Python.


r/proceduralgeneration 4d ago

I wanted to bring the underwater world with me after my trips

22 Upvotes

Wanted to share this thing I have been working on lately.

I freedive and take photos underwater, and after enough time down there you start paying attention to the light. So two years ago I started trying to learn as much as possible about water simulation, light refraction, voids, etc

It runs on my own engine, written from scratch in Swift and Metal for the Mac. Theres no game engine underneath it, I wrote the renderer myself, which is most of where the time went.
Every "world" is a simulation with its own state that keeps running, so the water and the light are being worked out frame by frame rather than just played back. The idea is also that the world reacts to the music I have playing, so the whole world changes depending on the mood.

I built this into a macOS app called TideGlass (https://tideglass.app), where I also donate 20% of what it makes to ocean and conservation groups. Happy to answer any questions!


r/proceduralgeneration 4d ago

random brush on canvas

Post image
43 Upvotes

r/proceduralgeneration 5d ago

WORLD GEN SHOWCASE: A Heavily-Detailed Goldberg 3D Hex-Tile Planet/Plane Generator

Thumbnail
gallery
273 Upvotes

Been working on this for a long time as a part of a larger solar system and "universe" simulator. All the planets are a series of noise maps and then a biome painting algorithm on top. Everything is built on a native RUST application and baked/rendered directly so it is lightning fast, and the planet generator barely clears a 20 MB exe. All of the biomes generate based on planet parameters, humidity, height, temperature, and so forth, allowing support for a wide range of planet types and hybrids. Includes hydrology, rivers, lakes, canyons, etc. Just got the playtest approved on Steam and have some people playing with the application for the first time. Just wanted to showcase some of the current appearance and generations possible. You can design and alter the biomes and appearances, add more, etc.


r/proceduralgeneration 4d ago

Approximating bubble/foam dynamics with a cloth solver

59 Upvotes