Procedural Generation

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A community to discuss and share anything procedural generation related, for example game worlds and assets, or simulations whether scientific or ludic.

From Wikipedia:

Procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.

founded 1 year ago
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I recently added proc-gen capabilities to my custom engine project and made a demo that show a journey between one planet and its five moons! I’m not sure where I’m going with this (suggestions wanted) and I’ve mainly implemented it for fun and to learn something. All banding visible in the video it’s actually just youtube compression.

You can download the source here, together with the suite of examples from my engine: https://github.com/michelematteini/dragonfly-examples where you can edit planet noise parameters even just from xml or create your own planets!

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Not quite procedural generation, but it is a simulation that can be applied to emergent content generation.

It's basically a supply-demand model with actors.

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Recently found this game that's been in development for a while.

The devlog has a bunch of nifty implementation details which anyone working on procedural generation for a simulated world may enjoy reading for tips. It spans 2017 to present including a port to Unity, and from Unity to Godot over the past years, which is pretty funny.

A link to their Youtube channel too: https://www.youtube.com/@sigil-of-kings

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Hi,

I want to do a large (very large, think about 50k x 50k) hex world map... I want something like the hexmap made here: https://github.com/eranimo/hexgen (excellent generator, btw). I know I can use a noise function to obtain most of this (like heightmap, temperatures, moisture, etc.), but I know the x,y approach and noise has limitations when one wants to work by zones (for example, to make rivers or design zones like this is more mountains, this is a lakes zone, etc.) as explained here: https://www.redblobgames.com/maps/terrain-from-noise/

does someone knows how can I overcome this problem ?

thanks !

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Mangrove tree (www.artstation.com)
submitted 1 year ago by [email protected] to c/proceduralgeneration
 
 

Hope it's alright that I'm linking to my Artstation gallery. This is a procedural mangrove tree I made with Blender geometry nodes. I've been working on it for a while, finally got it in a state where sets can be populated with it. The approach is pretty naive, there's no phototrophy or anything fancy (yet!), just branches planted on branches planted on branches... I did respect the golden angle though, and the leaves turn to face the sun to an extent. I'd like to try space colonization next, most likely that will have to be simulated from the seed onwards. But that should yield much more organic and realistic shapes.

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This video was rendered using daytime (NASA Bluemarble) and nighttime (NASA Blackmarble) textures. The volumetric clouds cast shadows during the day and can block city lights at night.

Source code: https://github.com/wedesoft/sfsim25/tree/302dab495016c7b029b5c59742d4478de8342dca

Music: Andrewkn - Surrealism Ambient Mix

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Not many of us here, but we need to start somewhere :) I am creating this point to link some resources those interested on procedural generation can find interesting:

Procedural content generation wiki
Terrain generation techniques

Enjoy... and please add the resources you may know here :)

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Here's an interesting application of deep learning to the creation of terrain heightmaps!

They train a generative adversarial network to generate/classify "true" terrain, documenting their process and issues they encountered.

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An excuse to make another post: let me link to this blog! Most posts are sort of "devlogs" detailing procedural generation (for his mapgen project) or game mechanics and math that's useful for them.

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Thought I'd start off with a post, at least! This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.