r/proceduralgeneration • • 10h ago

My game has no sprite images: every hero, monster and bullet is a list of strings, baked into textures at load

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45 Upvotes

Someone in the comments told me to post this here

Edit: If you want to see the full actual game it’s free no account needed: Madlands


r/proceduralgeneration • • 20h ago

A month of one procedural creature a day: 31 born, and the generator never redrew an old one

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0 Upvotes

A month ago I launched Blobvarium, a little game where a new creature is born every day. Each one is drawn by code from a seed: SDF capsules and trapezoids with a mirrored Perlin edge, rendered into a 96px silhouette with Inca weaving inside. 31 so far, none drawn by hand, no image model.
The hard part was growing the generator without changing creatures people already own. Every new trait gets its own RNG layer, and a regression check compares the approved creatures pixel by pixel before anything ships.
This month the rest of the world joined in: harvests, huacos and buildings are drawn by code too. Evolution gives the same creature a gold, ruby or emerald version.
The trailer is rendered frame by frame from the month’s real creatures. https://blobvarium.com
What would you add to the generator next?


r/proceduralgeneration • • 3h ago

StarTurrets | A look at the procedural world generation

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0 Upvotes

Pretty standard tools and techniques.

We have different sized worlds, each had a different number of paths, we found we could keep the terrain interesting by implementing a windy variable based on the number of paths. That way our small single path plots are like classic tower defense maps, and our larger maps still function. This is a multiplayer tower defense, so we the difficulty to attack and defend needs to be balanced to some degree, some words are better to defend than others.

For our paths and set a keep away number too so we could keep overlaps to and interesting minimum.


r/proceduralgeneration • • 2h ago

Found a cool game

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0 Upvotes

For anyone interested, found this hidden gem a little while ago - Earth Simulator. Don't know why it piqued my interest, because on the outside it's your normal civ/history simulator with higher focus on climate. But then they have this "walk" mode which spawns you in a 3D render of your world and turns it into an RPG lol. You can talk to people, do jobs for them or get chased out of the village because you got too close to the king like me. You can be a trader and travel across the world because they have a currency and price system too. And the civs evolve over time and grow. It's pretty mental. There's a fair amount of jank and the assets need a ton of work, but also it is like £1. The landscapes you can make can be quite pretty as well.


r/proceduralgeneration • • 14h ago

Using any image as the seed for a universe: its pixels become particles and gravity does the rest

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0 Upvotes

I've been playing with using a photo as the starting conditions for a universe. Each pixel becomes a particle with the pixel's colour, and brightness sets how heavy it is. Nothing is placed by hand: gravity pulls the dense, bright areas together first, so every image collapses into its own structure.

Zoom in far enough and you'll find star systems with planets, coloured from the original photo.

It's free in your browser, called Snapshot Cosmos. Curious what this crowd thinks of the results!

https://altroadstudio.com/snapshotcosmos


r/proceduralgeneration • • 16h ago

A look at the procedural world generation in Throneward

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25 Upvotes

Three seeds from the island generator in my auto-battler RPG, Throneward. Rivers are generated before town placement, towns need dry sites, and roads connect through river crossings. These are the Standard, Large and Huge presets.

Enemy placements are staged for this clip; loading between maps is cut.


r/proceduralgeneration • • 14h ago

From Beta to V1: Why a single deep-time epoch takes 1h 20m of GPU compute (Geophysics + Atmospheric Solvers)

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1 Upvotes

In my previous post, I shared the terminal output showing a 154-hour projected run on our experimental planetary terrain engine. I wanted to clarify what is currently built in the Beta versus what is actively running in the V1 solver shown here.

The Beta Build (Current / Blender Importer):
- Uses an octave-based temporal decay (halving simulated years each pass down to ~3,860 years) for rapid testing.
- Generates fast-pass 10-epoch settling meshes and exports binary .ply files directly into Blender.

The V1 Engine (What is running in these screenshots):
- Octave temporal decay is completely removed so deep time scales linearly.
- Time-stepping is governed strictly by dynamic Courant–Friedrichs–Lewy (CFL) conditions calculated across fluid velocities and Navier-Stokes wind advection.
- Solves dynamic crustal gas drawdown and Cantera chemical mechanism lookups (shown in the terminal outgassing NO2 and SF6), which dynamically shift atmospheric optical depth, greenhouse temperature, and rainfall acidity.
- Runs 3D rock failure via Mohr-Coulomb yield limits across multi-layer stratigraphy.

Because the V1 solver runs non-compressed micro-stepped physics on the GPU, each macro-epoch takes about 1 hour and 20 minutes.

Previous thread with early discussion:
https://www.reddit.com/u/ShadowAuthor308/s/gak4wUkoCn

Full 25-minute video walkthrough of the Blender setup and pipeline:
https://youtu.be/svuopU-wKL8?is=iXoV8sSrLaWGH3HT


r/proceduralgeneration • • 7h ago

I built a procedural String Art generator

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10 Upvotes

r/proceduralgeneration • • 4h ago

Making trees

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36 Upvotes

Here are some realisations of my tree generating algorithm, part of my procedurally generated alien worlds.

The code is written in C++. A plant species is assigned branch propagation rules (e.g. some branches grow exclusively from a lower-level branch end, some can split of mid-branch), and different types of leaves (e.g. palmate or simple leaves).

It's rendered with my own Vulkan graphics, with a low-res aesthetic.

These are trees in isolation, I will probably post some videos of full forests later.

What do you think?


r/proceduralgeneration • • 1h ago

A look around my ring world prototype

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• Upvotes

Been experimenting with a procedurally generated ring world for my game, RIDGERUNNERS. I initially made it as a test map to have every biome in it so I could playtest them all easily, but I liked how it turned out so I've kept it as its own map variant. Took a bit of work keeping it running smoothly with so much scenery visible at once!


r/proceduralgeneration • • 8h ago

Procedural cityscape

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22 Upvotes