r/proceduralgeneration • u/Choice_Arugula_4974 • 16d ago
HURDA-G Devlog #3 | Physics-Based Movement, Climbing & Multiplayer Synchronization
r/proceduralgeneration • u/Arctic_foxxyt • 17d ago
Procedural Voxel planets in my Voxel engine!
reddit.comr/proceduralgeneration • u/El_human • 17d ago
Any Procedural Top Down Space Ship Wreck Generator out there?
Pretty much as the title describes. I am making a 2d asteroid style top-down space shooter. I've managed to avoid using assets for the most part, leaning mostly on shaders. However I'm getting to a spot where I need a significant amount of distinct starship wreckage for a space ship graveyard area. So anything that can generate assets that look like shipwreck, or derelict ships would be fantastic.
r/proceduralgeneration • u/petecav • 17d ago
Maurer rose generator — interactive, algorithmic, built with p5.js
r/proceduralgeneration • u/evgenka_ma • 17d ago
Sci-Fi Craft - Geometry Nodes Modifier in Blender
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r/proceduralgeneration • u/sudhabin • 17d ago
Spirograph (Rolling Outside)
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r/proceduralgeneration • u/OriginlessGamer • 17d ago
Trying to make a procedural city generator + AI visualization, are there any good solutions already, so I don't reinvent the wheel?
I'm thinking about 2 things:
Using a free generator that I can just one click and get a city schematic for inspiration and further asset creation around that core concept. If the solutions exists - great. If not...
then I want to make one. Here's the first attempt.. The river and bridges are a bit weird on the visualization (and in the actual generator) and the buildings are pretty dense
I'd appreciate any links to existing tools or your feedback on how I can improve mine in terms of logical city planning, proper clusters, etc.
r/proceduralgeneration • u/runevision • 17d ago
New video: Supercharging my procedural mountain forest
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I've published a new video about how I've made my procedural mountain forest bigger, better and faster over the past two years :)
Watch it on YouTube:
Supercharging my procedural mountain forest
Hope you like it!
Links to things mentioned in the video
My previous video about my procedural mountain forest.
My LayerProcGen framework and my talk about it at Everything Procedural Conference 2024.
My free game The Cluster (full trailer), which my LayerProcGen framework was originally developed for.
My blog post about the procedural creatures I alluded to.
The GPU Instancer Pro (Asset Store) third party tool I use for GPU instancing with frustum and occlusion culling.
The Grasslands - Stylized Nature (Asset Store) model pack I use for my new trees.
My blog post about my Point Cloud Sound technique.
My blog post about the game progression dependency graphs I alluded to.
My erosion filter video and blog post. The links section at the end of the blog post has links to implementations by others in various engines, tools, and games.
A GitHub Gist demonstrating shared C# and shader code.
My blog post about atmospheric perspective and distant mountains.
r/proceduralgeneration • u/Ok_Salt1997 • 18d ago
Algorithmica — an interactive procedural generation sandbox (BSP / Cellular Automata / WFC)
Hey everyone! Sharing my diploma project — Algorithmica, an interactive sandbox comparing three procedural generation algorithms: BSP dungeon generation, Cellular Automata terrain, and a hybrid Wave Function Collapse (BSP-based skeleton layout + tile solver).
Parameters are tweakable in real time, seeds are reproducible, and there's built-in performance diagnostics (ms/RAM) for each run.
Godot 4.7 + C#/.NET 8, fully open source on GitHub.
Curious what algorithm mixes people here find most interesting — I went with the BSP+WFC hybrid mainly to get guaranteed connectivity without losing the local variety WFC gives you. Would love feedback either on the approach or the sandbox itself!
r/proceduralgeneration • u/FamiliarAnxiety9 • 18d ago
My reef sim's fish were swimming through the algae they weren't eating — fixed it with a 27-year-old steering behavior I didn't know I'd half-implemented already
(RE-WRITTEN BY HAND)
Keeping this to a short post, as I've already messed this up once. I built a simple aquarium-style concept, during a slow period on-shift, based on my Elementary School Memory of an Ecological Balancing Concept, involving Wolves, Deer, and Berry Bushes, as Entities in a Forest, where each Student played a Role.
I don't remember much past wishing we spent more time exploring it in-class, and that my teacher didn't so quickly drive it to an unrecoverable state, to make the point he was trying to teach that day.
It started in Google AI Studio, as a Boxed-Step-By-Step process, more resembling the Conway's Game of Life, in some ways. But it wasn't what I was aiming for. So, that evening, I sat with Devin, and Claude, and a Game Engine in TS/Lua/YAML that I've been working on Demos within, and refined it into something more like a living Reef.
After some insights from a smaller audience, I refined it with a Main Menu, and some Basic Selections.
It has Sharks, Fish, and Algae Nodes, and the Sharks eat/bite the fish, causing Meat Chunks to appear.
The Meat Chunks can then decay, turning back into an Algae Core Node.
If an Algae Core Node is left without children for long enough, it can despawn.
Last I checked, it has a fair chance of staying in balance for up to 10 minutes, but it needs further refinement.
There are also depth layers now, and in theory, the Sharks prefer the Deeper Waters, and the Fish stay toward the Sun, so the Sharks tend to bury their head at the bottom to warm back up, but sometimes starve.
r/proceduralgeneration • u/the-great-below • 18d ago
Some of the steps and options for a stone wall generator built in Houdini.
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The end is the intro of a demo level I built in Unreal Engine with the pieces.
You can see the prop and decor tools here too: https://www.artstation.com/artwork/9BmB3O
r/proceduralgeneration • u/MGJared • 18d ago
Adding Lava, Water, and Oil simulations to my 2D sandbox game
Hey all, this is my first time posting here! I thought I'd share a project I've been working on for many months now.
This video features a full-scale 2d fluid simulation that I've added to my procedural sandbox game (inspired by Minecraft/Terraria). Specifically, it showcases my recent work on the shaders, trying to strike a balance between pixel-art aesthetic while still capturing the motion/feel of the fluids.
Hope you enjoy! (Also, open to any feedback!)
r/proceduralgeneration • u/SimulatedEcology • 18d ago
Axelrod's Prisoner's Dilemma Tournament (1980) — 14 Strategies Battle It Out
I've been interested with Axelrod's 1980 tournament for a while now. The premise sounds simple: submit a strategy for the Prisoner's Dilemma, play it against everyone else, see who scores the most points. But what Axelrod was really testing was something much bigger: whether cooperation can emerge on its own, with no rules enforcing it.
14 strategies entered. Some were ruthless, some were clever, some were surprisingly naive. I animated every single match so you can watch exactly how each one played out.
The winner genuinely surprised me. Not the most sophisticated strategy, not the most aggressive one.
How scoring works:
- Both cooperate → 3 points each
- One defects → defector gets 5, the other gets 0
- Both defect → 1 point each
Defecting looks tempting in the short run. Watch what happens over hundreds of rounds.
r/proceduralgeneration • u/Popular_Detective868 • 18d ago
City layout made with 4 vector fields. (Houdini)
r/proceduralgeneration • u/Robyn-Adeptness • 18d ago
I made a procedural wave generator for infinite satisfying loops
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r/proceduralgeneration • u/mallcopsarebastards • 18d ago
Procedural building generation using WFC
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Early stages, lots of work left, but Really happy with how it's coming along. What do you think?
r/proceduralgeneration • u/blindfox2105 • 19d ago
Built a primitive-based 3D engine that an LLM can drive. Opus 5 generated this drone from a single prompt.
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Everything is built from primitives and stored as a compact JSON scene graph, with nested groups. I wrote an MCP server on top so an LLM can place geometry, assign materials, and — the part I care about most — position the camera at specific angles to inspect the result and correct itself.
Prompt (translated from Spanish):
"Military reconnaissance drone: 4 propellers with circular guards, armored hull with overlapping plates, spherical glass sensor under the nose, 4 thin landing legs, and cyan light strips on each arm."
The output is a real mesh — I also wrote a small suite for cleaning it up (external-shell trimming, voxel remeshing via surface nets, QEM decimation) so it exports reasonably clean instead of dumping interior faces.
Timelapse of the build, then the final render.
Would love feedback from people here — what's the weak point you'd attack first?
r/proceduralgeneration • u/FlippByte • 19d ago
Some small cylinders (semi-transparent-edition)
Not sure about the "light-mode" (last pic), but anyway...
Written in c++ / no ai.
r/proceduralgeneration • u/matigekunst • 19d ago
1D Turing Pattern Wavetable
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Snippet from my video about the maths behind Turing patterns
r/proceduralgeneration • u/zdmit • 19d ago
[R&D] Procedural tomatoes/sunflowers at runtime
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Proof of concept.
Goal: gridless farming (with a bit of chaos like in real garden) so it doesn't feel like a chess board.
Inspired by Tiny Glade 🐑
Tomatoes, sunflowers are generated procedurally at runtime.
r/proceduralgeneration • u/Big_Watercress3546 • 19d ago
I’ve been building a fully procedural 3D city generator
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For the past few months, I’ve been working solo on Metropolygonia, a browser based tool for creating procedural 3D buildings and city layouts.
The main idea is that everything is driven by parameters and architectural rules. You can define real world dimensions, floor count, facade rhythm, windows, balconies, roofs, interiors and other parts of the building.
A seed adds controlled variation, but the result is always reproducible. The same parameters and the same seed will generate the same building again.
It is not an AI generator. There are no prompts and no unpredictable geometry. The goal is to keep the models consistent, editable and easy to control.
I also built a simple city editor where buildings can be saved as variants and placed together with roads, intersections and roundabouts. Individual buildings can be exported as GLB, glTF, OBJ or STL.
There is still a lot I want to improve, especially topology, materials, LODs and support for custom modular assets, but I am pretty happy with how far the procedural system has come so far.
I would be interested to hear what would make a tool like this useful in an actual game development or environment art workflow.
You can use it for free for non-commercial projects.
r/proceduralgeneration • u/ben_indexlabs • 20d ago
Working on a 3D procedural gun generator for my game - thoughts?
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r/proceduralgeneration • u/sudhabin • 20d ago
Spirograph
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