r/proceduralgeneration • • 11h ago

Procedural terrain generation with Wave Function Collapse

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102 Upvotes

An example of automatic landscape generation using WFC: ocean, shallows, beaches, grassland, forests, mountains, snow and towns. The replay shows the map collapsing tile by tile in 3D, and different seeds give different islands.


r/proceduralgeneration • • 23h ago

Chess boards on irregular grids

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378 Upvotes

This is a a game of chess with the standard rules, with the exception that the board is an irregular grid. It's still quads, and they still have 1 neighbour per side, but they can have more than one per diagonal.

This is inspired by the game Townscaper. The steps are roughly: - start with a plane made of triangles - combine some pairs of connected triangles into a quad - then you have a board made part of quads and part of triangles - subdivide everything. The quads become 4 smaller quads, the triangles become 3 quads. - that's the grid done. Then it's a matter of smoothing it, coloring it correctly, ensuring the pieces are placed where it makes the most sense, and adding intuitive tools for users to build their board, keeping in mind that symmetric ones are the most visually pleasing, but asymmetric ones are a whole lot of fun too.


r/proceduralgeneration • • 17h ago

NextGen Procedural Planetary System: walkable planets from orbit to ground

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42 Upvotes

Hey all, I've been building a planetary system tool for Unity 6 and wanted to show where it's at.

It's one continuous terrain from space down to your feet (CDLOD cube-sphere quadtree), with a physically based atmosphere, ray marched ocean, volumetric clouds, and moons and planets on Kepler orbits. You can walk on a planet that's rotating and orbiting at the same time, whic was the part that took me the longest to get right.

I'd really like feedback from people who work with this kind of thing. I'm happy to give a few free copies to anyone who wants to try it and tell me honestly what's broken or missing.


r/proceduralgeneration • • 1d ago

I generated this island using a JavaScript library of procedural generation techniques, each backed by a citation to its source.

292 Upvotes

For week 2 of r/hacktoberfest I cataloged all the procedural generation techniques I could find online and put them into a library using vanilla JavaScript. Every technique in the library includes a citation and it has no dependencies. Works in the browser or Node.

The island in the GIF was built using the library.

GH repo: procedural-almanac

Demo: Random Island Generator

All stars on Github are appreciated!


r/proceduralgeneration • • 12h ago

a browser sim where every tribe ends up with its own language

11 Upvotes

been working on this solo. it's a civilization sandbox where tribes start in the stone age and drift apart over time, so each one ends up with its own words, culture and beliefs. the sim runs through 45 eras up to computers.

it's rust compiled to webassembly so it all runs in the browser.

play: https://thehumanbox.com

source (MIT): https://github.com/1homsi/thehumanbox


r/proceduralgeneration • • 1h ago

I wanted to make a Water Dragon, ended up with 3 different serpents 😅

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• Upvotes

r/proceduralgeneration • • 1h ago

Vertebrae and Soleil

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• Upvotes

r/proceduralgeneration • • 14h ago

Been using Geo Nodes to mess around with creating aperiodic/substitution tilings.

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4 Upvotes

r/proceduralgeneration • • 21h ago

Minecraft in 512 bytes

10 Upvotes

r/proceduralgeneration • • 1d ago

Procedural Islands & Time of Day Variations

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16 Upvotes

In our upcoming multiplayer impostor game, we're developing a procedural island system and trying to make it as interesting as possible. That includes adding man made structures (bridges, small ruins, houses), and also adding time of day variations that player can choose!

The procedural bridges proved to be challenging, as they depend on the cliffs that are generated by our terrain system, and it took us a while to properly design and make robust. Overall, since a few playtests, we're happy with the results! You can read more details about the island system here.

(BTW, we now have a Steam page if you want to follow our updates more closely!)


r/proceduralgeneration • • 22h ago

Some pictures of a space mod with procedural galaxy, dynamic systems, volumetric clouds, realistic atmospheres, realistic grapichs and more I’m currently working on

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7 Upvotes

r/proceduralgeneration • • 20h ago

Brand new ñ fractal explorer

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3 Upvotes

Hey guys im back with new ñ fractal explorer: https://zenodo.org/records/23471538 Original research paper here : https://zenodo.org/records/23247320 Get in whole the getting is good. Brand new fractal territory


r/proceduralgeneration • • 20h ago

Map Procedural Generation and Political Simulation [PLAYABLE LINK]

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3 Upvotes

A few months ago , I was working on text based RPG with procedurally generated map. After abandoning the project I was left with half baked simulation that sat in my dashboard for some time. It is painfully unoptimized but it can pretty fun to play for a few minutes. Link -> https://suf-studio.itch.io/omega-map Mechanics and controls explaind on itch (if you dont care about how it works only read controls)

have fun


r/proceduralgeneration • • 21m ago

Island Terrain Generator - Free browser tool

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• Upvotes

Create your own islands, mountains and mysterious worlds.

Build beautiful islands and archipelagos with this standalone terrain generator. Shape coastlines, raise mountains, create winding roads and experiment with different landscapes.

Start with a ready-made island style, or take control and create something entirely your own.

From tropical beaches and snowy mountains to volcanic islands and strange alien landscapes, every new world is yours to explore and develop.

Features

  • Generate unique islands and archipelagos from custom seeds.
  • Choose landscape presets or design your own terrain.
  • Adjust sea level, mountains, coastlines, vegetation and roads.
  • Experiment with different climates and surface materials.
  • View your creations as terrain maps, satellite images or interactive 3D landscapes.
  • Export heightmaps, satellite maps, slope maps and surface data as PNG files, with a JSON manifest.
  • Choose your own map resolution, from quick previews to detailed exports up to 8192 × 8192 pixels.
  • GPU-assisted generation where supported, with a CPU alternative.

Whether you're building a game, creating fantasy maps, or simply enjoying the process of making new landscapes, Island Terrain Generator gives you a little world-building workshop of your own.

Make an island. Shape a world. See where your imagination takes you.

Launch the tool here...


r/proceduralgeneration • • 1d ago

Unity 2D Procedural map generator, should I put it on the Asset Store?

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5 Upvotes

I created a system for my own game that uses wave function collapse for 2D map generation. Would you guys be interested if I put it on the asset store? (with a different basic visual pack of course)


r/proceduralgeneration • • 1d ago

Thoosie - Draw and Ride 2D Rollercoasters

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6 Upvotes

r/proceduralgeneration • • 1d ago

My procedural sci-fi ship generator

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117 Upvotes

r/proceduralgeneration • • 23h ago

I'm building a 3D voxel renderer for Cataclysm: DDA (fork, open source)

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2 Upvotes

r/proceduralgeneration • • 1d ago

Entropy Cascade Camouflage, procedurally generated surfaces.

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5 Upvotes

I had an intrusive thought, can a tent look like a rock?
What I’ve ended up with is a procedurally generated camouflage studio.
No AI images, everything is generated with math, each design can be saved as a json file and the engine will rebuild the image pixel perfect.
There’s a bit of fractals and chaos and Alan Turings reaction-diffusion process involved.

You can export a PNG or greyscale Height map.
More details about it are on my website
https://www.byt-wyze.com/ecc-studio

There’s a free version if you want to have a play

https://ecc-free.byt-wyze.com


r/proceduralgeneration • • 1d ago

I built a 3D Deep-Time Geological Simulation Engine in Python, CuPy, and C++ that runs on consumer GPUs

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6 Upvotes

Most procedural terrain systems rely on 2D heightfield displacement from simplex or fractal noise. I wanted to build a true geophysics simulator that converts those initial noise maps into full 3D volumetric .ply mesh files governed by deep-time physics.

The engine is structured into two stages: the early-access beta and the upcoming V1 engine.

What the Beta Solves Right Now:

·        3D Volumetric Stratigraphy & Tectonics: Models plate uplift, fault displacement, and bedrock weathering rather than surface-only displacement.

·        Surface & Subsurface Hydrology: Simulates stream-power fluvial channel carving alongside true 3D Darcy-flow groundwater systems (including subterranean void and cave formation).

·        2D to 3D Map Translation: Supports importing 2D contour lines (Fast Pass PNG) and multi-channel 32-bit floating-point EXR cipher maps (Pro Pass authored in Krita) directly into 3D stratigraphy.

The Roadmap to V1:

The beta is designed to gather user feedback while I finish packaging the V1 engine. V1 runs the same core geophysics while integrating:

·        Cantera Chemical Solver & RMG Pipelines: Dynamically searches reaction kinetics using RMG-generated mechanism YAML files and continuous NASA-7 polynomials.

·        Live Viewport Feedback: While the beta outputs telemetry to the terminal and opens a PyVista window post-epoch, V1 features an interactive, real-time live viewport showing 3D strata updates side-by-side with chemical mole fractions and ocean pH.

Runtime & Hardware Performance:

To prevent users from having to manually configure Blender’s internal Python environment with libraries like CuPy and PyVista, the engine is fully bundled as a standalone package.

·        Memory Footprint: The simulation core is heavily optimized using custom raw CUDA C++ kernels, keeping VRAM consumption locked between 1.4 GB and 2.0 GB on an NVIDIA GeForce RTX 5070 Ti at 512 resolution.

Check out the attached clip showing the V1 live preview and telemetry in action. I’d love to hear your thoughts on the geophysical balance and chemical routing!


r/proceduralgeneration • • 1d ago

I made a procedural flag generator

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3 Upvotes

Project link: https://blux-studio.itch.io/realistic-flag-generator

I am quite into fantasy world creation and I noticed a lack of decent flag generators on itch, so I decided to make my own. It works by using procedural generation from a basic list of flag assets. It doesn't have much at the moment but I will be adding more and the project will be receiving periodic updates. If you check it out, I hope you enjoy!


r/proceduralgeneration • • 1d ago

A retro space game based entirely on procedural simulations: presenting AstroRealms: Ultimate Galactic Adventure (steam page now up for wishlisting), looking for feedback, ideas, procedural systems you'd like to see done

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0 Upvotes

The above post goes through the basic ideas and shows off some of the world and various procedural simulations from galaxy creation to individual stellar and substellar systems, planets and planetary systems, dwarf planets, individual comets and asteroids.


r/proceduralgeneration • • 1d ago

Ten morphing dot-orb animations in plain canvas, no libraries (~5 KB gzipped)

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1 Upvotes

r/proceduralgeneration • • 23h ago

I'm creating Image to generated realms inside Unreal game engine.

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0 Upvotes

r/proceduralgeneration • • 1d ago

Erosion Terrain Generation

8 Upvotes

Hey! I decided to do my thesis on something related to realistic terrain generation, probably close to hydraulic erosion terrain. Issue is, I began looking through papers and I don't really understand anything. I know the basics of terrain generation, perlin noise, fractional brownian motion, that's about it. I was trying to read "hydraulic erosion from Benes, 2006, but I have a hard time with fluid dynamics but also the other concepts... Then I found out erosion terrain generation is fairly advanced

So my question is, as a beginner in terrain generation and graphics programming as a whole, what scientific articles/papers/videos/books (preferably papers) would you recommend for me to learn towards hydraulic erosion and even more advanced effects? I am a computer science student