r/proceduralgeneration

Large-scale Voronoi-esque cells to drive my procedural mountain forest

I'm working on adding large-scale structure to my procedural terrain based on Voronoi-esque cells.

Down the line, this allows me all kinds of level design control not possible with traditional noise functions. Like adding lakes, rivers, giant walls, and impassable steep cliff faces strategically based on level design needs. For starters though, I've just tested it with largely flat cells at three different heights.

If you haven't already seen it, you could also consider watching my latest dev video about 'supercharging my procedural mountain forest' - although it does not feature the cell based terrain. :)

For more info on what kind of game this is all for, I have a page about 'The Big Forest' here.

u/runevision — 9 days ago

How I’m generating a container port in my game

hey everybody, mflux here, long time developer of all things procgen, way back during the days of processing, then working on Spore, then ”cyberpunk city simulator”. This latest game I’m working on is called Ultrapolis and it’s a cyberpunk diorama like Townscaper and tiny glade. Hopefully these types of videos are informative and entertaining for you on this sub, I’ll post a few and would love to hear what you have to say.

the store page is here if you’re interested in wishlisting: https://store.steampowered.com/app/5314650/Ultrapolis/

thanks for reading!

u/mflux — 8 days ago
▲ 3 r/proceduralgeneration+1 crossposts

I spent this week creating an art pipeline and tools for my procedural megacity. Skip to the end for the result! (survivors-like driving game)

I spent a lot of this week creating a whole modular building system so that I can create a bunch of city blocks more quickly for my game.

Once the city block is built, there's a second tool (a node based editor) which allows me to setup logic for toggling certain objects on/off. There's a tree structure to it so there can be more advanced randomization like "if this box is enabled, pick from these 2 boxes to enable with it". It results in a lot of variation in the map for not much work.

The map shown at the end here is just two different 1x1 city blocks and there's already quite a bit of variation. But there are 2x1, 3x1, and L shaped corner pieces as well which help break up the repetition of the flat grid.

This is a timelapse showing off the build tools and how the buildings are randomized a bit each time they're placed. Skip to the end if you just want to see the finished product.

Not certain I'll be sticking with the pixel texture style or not. But the tone and style of the environment is heading in the right direction. Let me know what ya think.

EDIT: upload failed so I put the video in the body. thanks Reddit.

https://reddit.com/link/1x0eq4e/video/0r8yzwjik5uh1/player

reddit.com
u/bilbaen0 — 7 days ago