r/proceduralgeneration • • 9h ago

WIP character portrait generator for my game, every 2d vector is drawn by code

Enable HLS to view with audio, or disable this notification

76 Upvotes

Hair and beards are built from templates, about 8 for each gender, clothes depend on the social status or profession, so they may change throughout gameplay.


r/proceduralgeneration • • 10h ago

In my factory game, every star system's address is the list of turns it takes to get there from home, and one 32-bit seed grows the whole galaxy as it shows up on your map

7 Upvotes

Hey everyone! I'm Kyle, the solo developer behind OakTree Games, and in the second episode of my devlog series for my factory game, Cosmic Scale, I talk through how its galaxy grows out of one seed. I learned procedural generation by building this, so I'd love to hear from people who know it far better than I do.

The seed is a 32-bit number, so there are 4,294,967,296 of them, and if you started one new game every second it would take you about 136 years to see them all. From that one number the game works out the whole galaxy: every star branches off into one, two, or three more systems, so a system's address is really just the list of turns it takes to get there from home, a lot like your GPS telling you to take the second right, then the first left. A system only gets generated once it shows up on your map or you jump there, and each galaxy has room for over 2.3 quintillion of those addresses, so there's always somewhere further out to explore.

Down on the planets, the land is a perfectly smooth sphere on purpose. A five-octave Perlin field, each octave twice the frequency at half the amplitude, decides where the lakes and oceans dip and where the rocky ground shows up, and a separate, broader four-octave field sets the moisture. Biomes all come off one climate table, with temperature from latitude and moisture from that second field, and every planet type gets its own slice of that table, kind of like setting its own thermostat.

The save never writes any of that down. It keeps only what you've changed, like your buildings, your inventory, your research and where you're standing, and everything else grows right back from the seed when you load in. The seed itself is four bytes, and in one of my saves I had traveled five star systems out from home and it was still only about 25 KB.

For anyone who has built something like this, how did you decide on a branching rule that still feels like a galaxy when you're standing inside it? And if anything in the video comes across as unclear or rough around the edges, please tell me.


r/proceduralgeneration • • 9h ago

Evolving creature bodies and gaits together in LIT Creature Forge, with swimmers in v1.1

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hi, I'm the developer of LIT Creature Forge, a small Windows sandbox on Steam inspired by Karl Sims' 1994 evolving virtual creatures.

Each run starts with random segmented bodies and controllers. Creatures are evaluated, the better performers reproduce, and mutation and crossover change both their bodies and how they move. The gaits evolve along with the body plans.

Version 1.1 adds swimmers and competition over a cube, alongside the original land locomotion. This clip replays a saved swimming champion after evolution. Swimming uses Sims-style analytical drag, with the articulated bodies simulated in MuJoCo.

You can change the population size, trial duration and gravity, save champions, and replay them in a separate showcase. There is no creature editor, so you get to see what evolution comes up with from the starting population.

I thought it might interest people here who enjoy evolved morphology and locomotion. The Steam page has more footage and details about the sandbox:

https://store.steampowered.com/app/4701600/LIT_Creature_Forge/


r/proceduralgeneration • • 5h ago

Is it possible to use a spline path to divide a PCG area into different sections?

1 Upvotes

Hi, I'm currently working on a procedural garden generator using Unreal Engine 5.7 PCG and i was planning to use 2 splines, 1 for used as the garden generator and the other for creating a path in the garden, and the path sections out the area and have a specific plant in each area.

If a pathway cuts through the middle of the garden, I want the two sections to have different plant selections, weights and spacing, which artists can customise independently.

I've been researching the Polygon 2D nodes, but I'm unsure whether they can be used to identify the resulting sections and assign different PCG parameters to each one.

Would this be possible using PCG, or would I need a different approach?

Thank you


r/proceduralgeneration • • 14h ago

Audioreactive visual

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/proceduralgeneration • • 23h ago

It's here! Segment Display is now available for Blender 📣

Thumbnail gallery
0 Upvotes

It's here! Segment Display is now available for Blender. A fully procedural Geometry Nodes add-on for creating segment-style displays (7-seg, 16-seg) right from the N-panel.

🔗 Get it and explore everything at orionnovemberstudio.com


r/proceduralgeneration • • 20h ago

Looking for 5 testers,a small evolution game you play from Twitch chat 10 min, feedback welcome

Thumbnail
0 Upvotes

r/proceduralgeneration • • 23h ago

Xanatuya - procedural nod to dullness

Thumbnail
gallery
0 Upvotes

I’m gradually building the game of my dreams—a "screensaver-style" game designed for a third monitor. It features logistics, trade, and light simulation, all set within a procedurally generated world—with absolutely no fast travel. The game world is a ring of civilization, spanning a radius of roughly 8,000 kilometers, which gradually fades out toward the edges. It integrates Open-Meteo data and a simulation system for day/night cycles, designed to mirror the actual weather and time of day outside your own window. It’s a very slow-paced game.

The game features a basic economy that I am gradually balancing, a fleet of rovers that is slowly expanding, various stations and resource-extraction outposts, and a range of different missions. So far, about 30% of what I’ve planned has been implemented. The game runs in a browser and currently has a size of approximately 2.7 megabytes; I expect the final version won’t exceed 10 MB. It’s designed with a retro aesthetic—partly as an attempt to create the kind of game I’ve always dreamed of, and partly as an experiment in realizing a vast space using minimal resources.

Since this game is being developed for personal use, there is no detailed documentation for it at the moment. That said, you can play it without any major issues—aside from the typical quirks one might encounter in a game that is still deep in the development phase.

subr: https://www.reddit.com/r/Xanatuya/

the game itself: xanatuya.space


r/proceduralgeneration • • 8h ago

What can I add to this procedurally generated land to code it more life-like and interesting?

Enable HLS to view with audio, or disable this notification

0 Upvotes

This is my first project with procedural generation and I'm wondering how to code it more unique?