1
6
Mangrove tree (www.artstation.com)

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.

2
6

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

3
4
resources (lemmy.ml)

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 :)

4
2

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.

5
3

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.

6
4
World terrain generation (pixelfed.social)

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.

Procedural Generation

0 readers
1 users here now

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
MODERATORS