Spyke
proceduralgeneration·Procedural GenerationbyHadriscus

[OC] Procedural painted islands

A procgen weekend project in Blender and geometry nodes. The idea was to start from a simple painted map -as simple and childlike- as possible, and let the computer do the rest.

Some images of the process :

Extract map contours

Separate seafloor from land

Look at the distance to shore

Filter it some

A voronoi for the rocks

Masked so they only appear near the shore

Roughly the same approach for the seafloor

A couple materials, water surface, Nishita sky

Cheers !

View original on jlai.lu
proceduralgeneration·Procedural Generationbymatteinim

Procedural Full-Scale Rendering of multiple planets

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!

Procedural Full-Scale Rendering of multiple planetshttps://yewtu.be/watch?v=8U4Wox99KGYOpen linkView original on feddit.it
proceduralgeneration·Procedural Generationbymaggoats

Devlog for Sigil of Kings: procedurally generated fantasy simulation roguelike (ported from Unity to Godot)

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

https://byte-arcane.github.io/sigil-of-kings-website/Open linkView original on lemmy.world
proceduralgeneration·Procedural Generationbyestebanlm

help with large map (possible infinite) grid world map generation

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 !

View original on lemmy.ml
proceduralgeneration·Procedural GenerationbyHadriscus

Mangrove tree

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.

https://www.artstation.com/artwork/JvkQJmOpen linkView original on lemm.ee
proceduralgeneration·Procedural Generationbymaggoats

Procedural Generation: Creating 3D worlds with Deep Learning (MIT 6.S198)

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.

https://web.archive.org/web/20230622001804/https://www.mit.edu/~jessicav/6.S198/Blog_Post/ProceduralGeneration.htmlOpen linkView original on lemmy.world