help with large map (possible infinite) grid world map generation
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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...
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....
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:...
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...
Not quite procedural generation, but it is a simulation that can be applied to emergent content generation....
Recently found this game that’s been in development for a while....
Here’s an interesting application of deep learning to the creation of terrain heightmaps!...
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.
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.