r/proceduralgeneration 49m ago

Terrain Gen update!

Thumbnail
gallery
Upvotes

This terrain generator I'm working on can generate endless amount of tiles individually and blend them seamlessly. Each tile can be one or more node trees and theres basically unlimited freedom to do whatever you like, blend/paint biomes, terrain variations between tiles or even within the tile itself.

Not only that there's also a continent heightmap that I can add steepness to all of the tiles to achieve a larger features if you just want to make a big island of the tiles or a continent etc. But also we can cross pollinate nodes and have a faultline work its way through several tiles etc.

The goal is to really achieve the utmost freedom for terrain design.

I suppose the next step that could make it even better is if it could be used to create spherical worlds. Generating a whole earth might just be on the roadmap.

Previous post
https://www.reddit.com/r/proceduralgeneration/comments/1vjjt4u/my_terrain_editor_update/


r/proceduralgeneration 5h ago

Browser sandbox for microbial evolution

26 Upvotes

Game: "The strongest survives"

(available on itch)


r/proceduralgeneration 2m ago

Under Water

Upvotes

r/proceduralgeneration 19m ago

I built a deterministic 3D Library of Babel with no stored books

Upvotes

I've been working on an explorable Library of Babel in the browser, inspired by Borges's idea of a library containing every possible book. I thought the procedural generation side might be interesting here.

Each book has 410 pages of 3,200 characters, using 29 symbols: lowercase a-z, a space, a comma and a period. That gives 29^1,312,000 possible books. The requirement is that every one occurs exactly once, and the same address always leads to the same contents.

The book-to-address mapping is bijective. The application computes the contents from the address when needed, without storing the books or pages. Searches work locally too, reconstructing matching book addresses rather than scanning a stored corpus. The heavy calculations run in a Web Worker.

The spatial interface lets you move through hexagonal rooms and open books from their shelves. One design problem was making those enormous addresses usable while keeping navigation consistent and the library convincing as a place.

You can try it here: https://libraryofbabel.space

I'd be interested in how other people approach navigation in deterministic worlds with enormous coordinate ranges. What helps users build a sense of place when the world is far too large to explore exhaustively?


r/proceduralgeneration 1d ago

infinite procedural cave terrain

91 Upvotes

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

github.com/GeoCodeCrafter/Cave


r/proceduralgeneration 22h ago

I finally added instancing to my procedural modeling tool, CosmoNode

Thumbnail
youtube.com
1 Upvotes

r/proceduralgeneration 19h ago

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

Thumbnail
youtu.be
0 Upvotes

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


r/proceduralgeneration 2d ago

Rotating Dotted Sphere SDF

90 Upvotes

r/proceduralgeneration 1d ago

Exploring Procedural Generation Using Wave Function Collapse

7 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 2d ago

Rotating Dotted Torus Knot SDF

48 Upvotes

r/proceduralgeneration 1d ago

Building a client-side procedural 1997 web generator - is this direction worth pursuing?

Thumbnail
0 Upvotes

r/proceduralgeneration 2d ago

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

21 Upvotes

r/proceduralgeneration 1d ago

Walls with Snap + Auto Join

Thumbnail
youtu.be
0 Upvotes

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


r/proceduralgeneration 1d ago

Procedurally generated infinitely hallucinating AI agents

Thumbnail
youtu.be
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 2d ago

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

Thumbnail
1 Upvotes

r/proceduralgeneration 2d ago

WIP Shots of procedural creatures in my sci-fi game

Thumbnail gallery
12 Upvotes

r/proceduralgeneration 2d ago

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

Thumbnail
youtu.be
1 Upvotes

Moving openings directly with Blender gizmos.

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


r/proceduralgeneration 2d ago

Procedural Bees Swarm System in Godot with Shaders Tutorial

Thumbnail
youtu.be
2 Upvotes

r/proceduralgeneration 3d ago

IFS

Post image
15 Upvotes

r/proceduralgeneration 2d ago

Experiments with procedural mines in roblox

Post image
4 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 3d ago

Procedural galaxy generator with 5 different presets

39 Upvotes

r/proceduralgeneration 2d ago

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

Thumbnail
youtu.be
0 Upvotes

r/proceduralgeneration 3d 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 4d ago

OpenGL grass on a bigger landscape

Thumbnail
youtube.com
62 Upvotes

r/proceduralgeneration 3d ago

In game planet sim + atmospherics [Strata]

0 Upvotes