r/proceduralgeneration

▲ 218 r/proceduralgeneration+4 crossposts

Open Source 3D Modelled Earth

generated a spinning 3D Earth in Blender entirely from data — NOAA elevation, ocean depth, and city populations.

Mountains, trenches, snow peaks, glowing cities, the day/night line, and atmosphere are all scripted.

No satellite textures. No hand-painting. Just data → Earth.

Built headlessly in Blender with Python.

Relief is exaggerated 30× so the terrain/ocean floors are visible, and 33,934 real cities glow by population.

Check it out and feel free to contribute: https://github.com/AIAydin/earth_sim

u/Whole-Contribution50 — 15 hours ago

Stochastic Geomorphological Transport for Terrain Erosion Simulation [Paper + Code]

Hey everyone! I am happy to announce the publication of my research paper `Stochastic Geomorphological Transport for Terrain Erosion Simulation` (open access and with full source code). Posting this here because it is, in a way, a culmination of a lot of old posts I made in this subreddit in the past.

The publication page is here.

The main idea behind this work is to take the classic "particle-based erosion" models and formally relate them back to the physical differential equations (which was an open problem). This solves a bunch of issues with scale-invariance and parameter scaling (which really plagued me). It also allows for modeling of momentum conservation giving a bunch of nice morphological features (as you can see in the video) - and much more!

I haven't posted here in a while, but if you were active a few years ago, you may remember my old procedural hydrology models that also included momentum conservation, most prominently SimpleHydrology. In a way, this paper is the result of a ~2 year journey to formalize that model and publish it as research.

Also, don't be intimidated by the math - if you ever read my original SimpleHydrology posts and understood the source code, this model is very similar but has physically correct scaling and normalization factors to make sure the entire simulation is accurate.

I am happy to answer questions if you have any! - Nick

Edit: I will be presenting this at SIGGRAPH in Los Angeles on the 21st of July - if you (or anybody you know) are interested in procedural terrains and will be around, I would be happy to meet up.

u/weigert — 1 day ago

A procedural, fantastical 'medieval manuscript' generator

Hey all - I've been working on this on and off for quite a while. I want to turn it into a strong worldbuilding resource that can print and save specific world states, but for now it uses replacement grammars and some lexical structures to create a fairly large (but not large enough!) set of different kinds of Medieval-esque documents - laws, poems, chronicles, genealogies, etc.

u/gold_snakeskin — 10 hours ago

macro-scale map generation

I'm new to the space but I've been messing around with generating semi-plausible maps of entire planets lately. It's still missing a lot of features and tweaks I would like to have but it started looking like a map. So I wanted to share and maybe someone will have something to say, or point out problems. Each seed produces a completely different world of course but I just picked the one I liked.

My general approach is that I start with a sphere and add large-scale Voronoi cells to act as plates and rotate them around Euler poles (I don't do real drift, just calculate where they converge, diverge, or want to move in general). Then I subdivide these into sub-plates and alter the parent plate values just a bit for each to suggest old tectonic activity. Plate boundaries then get distorted and I map them into a much finer and more uniform Voronoi mesh (~50 km wide in the case of the images shown). This is the level where most of the calculations happen.

Terrain gets distorted based on a set of rules and the amplitude of plate collisions, creating mountain ranges and rifts. Plate movements then is also used to warp random noise patterns that are later added to the elevation.

Prevailing winds are basically copied from earth for now. They then drive ocean currents (blue arrows on the last image) using Stommel. Temperature starts as a simple gradient from the equator to poles that then gets dragged around by ocean currents and later winds. Oceans add moisture to the air based on this temperature and this also gets dragged around while turning into precipitation when climbing mountains, cooling down, or when hitting the zones where air lifts naturally. Precipitation turns into rivers that flow to lower cells or accumulate if they are in a dip in the land. This can create lakes that also evaporate and feed the second precipitation pass. I think I have too many huge lakes and inland seas right now but I wasn't able to fix it yet.

Precipitation and temperature are used on a lookup table of Whittaker-inspired biomes and these get drawn on a separate layer.

Finally, I rasterize the heightmap into a 5 km per pixel grid by turning them into a triangular mesh and then distorting the edges to make them less artificial-looking.

Does this make any sense? I mean, I like the look of the maps, but I don't know nearly enough about geology to tell if the are actually actually plausible.

u/wugewoz — 19 hours ago
▲ 6 r/proceduralgeneration+5 crossposts

Mesh Nodes | Modeling

MeshNodes

MeshNodes is a visual, node-based procedural mesh editor for Unity. Build complex geometry by connecting operation nodes in a graph — no mesh-processing code required.

Inspired by Shader Graph but built for geometry, MeshNodes gives you a fully non-destructive pipeline. Change any value anywhere in the graph and the entire mesh updates instantly. When you are happy with the result, one click bakes it as a real mesh asset directly into your project.


Node Library — 30+ Nodes Included

Generate

  • Primitive — cube, sphere, cylinder, capsule, plane, and more
  • Custom Mesh — bring in your own base mesh

Combine

  • Array — duplicate along an axis with spacing control
  • Instances — place copies at arbitrary transforms
  • Merge — combine any number of meshes into one
  • Graph — nest an entire graph as a reusable compound node

Transform

  • Translate, Rotate, Scale

Deform

  • Bend, Hook, Inflate, Noise, Smooth, Spherify, Taper, Twist

Modify

  • Bevel, Extrude, Filter Faces, Flip Normals, Subdivide

UVs

  • UV Transform, UV Auto Fit

Vertex Color

  • Color Node

Math / Variables

  • Boolean, Integer, Float, Vector2, Vector3, Vector4, Math

Key Features

Non-destructive workflow Every change propagates through the graph automatically. Nothing is baked until you decide.

Graph nesting Wrap any subgraph inside a Graph node and reuse it across projects like a function call.

One-click mesh baking Hit Build Mesh on the output node. The mesh is instantiated in the scene and saved to Assets/MeshNodes/Database/Meshes.

Custom node API Decorate any class with [MN_CustomNodeAttribute] and it appears under New Node / Custom in the context menu. Extend MeshNodes without touching the source.

Burst + Jobs acceleration The processing engine runs on Unity Jobs and Burst for fast procedural computation. A built-in validation tool (Tools / Mesh Nodes / Validation / Run Jobs Burst Parity + Perf) checks correctness and writes a performance report you can track over time.

AI / MCP integration MeshNodes includes a built-in Model Context Protocol server. Enable it from Tools > Mesh Nodes > MCP Server > Start Server, then point any MCP-compatible AI agent (Cursor, Claude, or others) at the Unity endpoint. Agents can create graphs, add and connect nodes, set properties, trigger recomputes, analyze meshes, and bake assets — all from a single prompt. A ready-to-use Cursor skill package (meshnodes-mcp/) is included.


Getting Started

  1. Open Tools > Launch Mesh Nodes
  2. Right-click the canvas > Graph / New
  3. Right-click > New Node / ... to add nodes
  4. Connect outputs to inputs to define your pipeline
  5. Click Build Mesh on the output node to bake

Compatibility

  • Unity 2022.3 LTS and later
  • Built-in, URP, and HDRP compatible
  • Editor-only package — baked meshes are standard Unity Mesh assets usable at runtime
  • Burst/Jobs path requires the Collections package (Window > Package Manager > Unity Registry > Collections)

Support & Community

assetstore.unity.com
u/badjano — 13 hours ago

What is a good Pipeline for a realistic Worldgen? Im not happy with mine right now and since im wether an expert nor have had any feedback on my current progress, what do you think of this? Is there a proper way to go about things?

The Goal is for a realistic World mostly in the form of a continent or big Island/s.

  1. World Seed + Settings

  2. Plate Graph / Macro Regions

  3. Plate Motion + Boundary Classification

  4. Uplift / Subsidence / Fault Maps

  5. Base Heightmap:
    - continents
    - ocean basins
    - shelves
    - mountain chains
    - rifts
    - basins

  6. Rock / Soil / Erodibility Map

  7. First Climate Pass:
    - temperature
    - precipitation
    - wind
    - rain shadow
    - evaporation
    - snowline

  8. Initial Hydrology:
    - depression handling
    - flow direction
    - flow accumulation
    - basins
    - first river candidates
    - lake candidates

  9. Erosion Loop:
    repeat 2–8 times:
    flow accumulation
    fluvial incision
    sediment transport
    deposition
    thermal erosion
    optional glacial erosion

  10. Recalculate Final Hydrology:
    - rivers
    - lakes
    - wetlands
    - deltas
    - waterfalls/rapids
    - floodplains

  11. Detail Terrain:
    - ridge detail
    - ravines
    - local noise
    - cliffs
    - river meanders
    - beaches
    - scree
    - caves optional

  12. Biomes:
    - temperature
    - precipitation
    - height
    - soil
    - drainage
    - distance to coast
    - river/lake proximity

  13. Gameplay Layer:
    - resources
    - settlement candidates
    - road passes
    - river ports
    - trade chokepoints
    - danger/civilization score
    - faction territories

reddit.com
▲ 346 r/proceduralgeneration+2 crossposts

In 1968, scientists gave mice unlimited food, no predators, and infinite space. The colony still collapsed. Here's an agent-based simulation of John Calhoun's Universe 25 experiment — 1,646 mice at peak, 14 at the end.

John Calhoun's Universe 25 (1968–1973): 8 mice placed in a enclosure with unlimited food, water, and nesting space. No disease, no predators. A literal utopia.

What happened:

🔵 Normal mice reproduced normally at first

🔴 Aggressive mice emerged as density increased — disrupting social hierarchies

🟡 "Beautiful Ones" appeared — mice that completely withdrew from society, spending all day grooming, never fighting, never mating

📉 Once the Beautiful One fraction crossed ~25%, reproduction essentially stopped — even as population dropped and space opened back up

Calhoun's key finding: the collapse was behavioral, not resource-based. Mice raised during the chaos never learned normal social behaviors. Even with plenty of space and food, they couldn't recover.

This simulation models the stress-cascade and state transitions he described. Built in Python with NumPy.

Full 10-minute simulation: https://youtu.be/wXfq6jY00Lk

u/SimulatedEcology — 2 days ago

the search for river generation.

So I've been instinctively trying to find the perfect methods for creating the ultimate final version of landscape creation. It has been a passion project for a long time now. The entire concept started off with something of "my minecraft experience seems like it's supposed to make me not want to play minecraft," type of a deal. as if "The game is designed to be speed run instead of lived inside." while everyone has lives, yes, my ideal game was supposed to be something that everyone has a role to play, and that you're not being left behind by your friends because you didn't get to play a couple of days.

I think part of it was: FOMO
The other part of it was: I want to do my thing.

while for the most part everyone else would regularly do the typical thing on a minecraft server, like speedrun to elytra, my entire goal was to actually live inside of the world, and experience minecraft. everyone else on the other hand kept experiencing it as if they were supposed to go as fast as possible.

my ideal after that was, to create a game with so many infinite possibilities that there could never be an ending to the game. I guess in my discovering what I wanted, I landed on the impossible. To create something that is unbeatable. to create something where there is ALWAYS something to do. something to experience. something to enjoy. There is never someone who has done everything to the point of them leaving the game. There is never something that stops someone from wanting to play the game.

So my first thought was to create something that nobody knows what to do when they join in. No holding hands. No tutorial. Just "you now have knowledge of x thing," and then that can be passed on to other players through community rather than simply "Get good," type of a thing.

part of me wanted to start out with a survival game type of a thing, but with people that showed up to your settlement with the more beds you made, but that eventually turned into a dead end on my side because I didn't want to start working on something like that.

However, this urge to want to make something like that lived on. It keeps me breathing. It keeps me surging forward towards wanting to play god in some manner.

However, minecraft still kept me wanting more. Every time I played the game, even with mods added, I kept feeling like, "it's not good enough,"

That's when I watched someone that was actively trying to make minecraft extremely optimized. they used different tricks to try and stop java rendering everything, and just made it to where it didn't have to render everything, it just rendered everything you could see.

This lead me down a rabbit hole I had no idea I could never get out of. A path of discovering terrain generation, and optimizations.

The first thing was the fact that perlin noise was the first introduction into what terrain generation could do. it's the basics. It's where I started off on my journey. and as a musician, manipulating sound waves was my pride and joy.

So the first thing I want to say is that after watching that video, I went on a hiatus for a while without really thinking much about whether or not I should try to keep going on with this idea. it was mostly time with me spending a lot of time trying to figure out how to mod minecraft myself, but completely failing to understand what was going on with biomes, and why we couldn't have actual continents.

but then I decided I had enough of trying to create everything that way because nothing felt good when I was trying to fill up the minecraft mods with that type of thing.

but then I got into trying to mod a different game, and that's when I learned about grey scale. grey scale images used for determining height maps for real time strategy games helped me realize that my entire idea of how to calculate for height maps put me over the edge as far as understanding fully what to think about when creating height maps.

because of that experience, I started following a tutorial on yt on terrain generation by some indian guy, I can't remember his name, but it was a great tutorial on generating tiles, and calculating the height map using perlin noise.

however, the fact that it used octaves made me think even further. actually, I don't think that people are really thinking of noise octaves in the right manner. from my perspective, what people call octaves in noise generation, I prefer to thing of as timbre.

timbre is a thing in music that gives each instrument its unique noise wave that allows you to hear them as a different musical instrument. that's why oboes, and clarinets have different sounds to them. However, the way that those sound waves differ from one another, even though they're playing the same notes is how the overtones (which I guess you could call octaves in a manner of speaking) resonate on top of the pitch which is mostly heard. I guess the wave with the most amplitude.

anyway, this entire thing where the guy starts explaining his tutorial gets me on my war path with terrain generation. mainly, my idea is to now create an entire earth sized planet game. The tiles are generated with the radius of the earth's distance away from the origin of the 3d space, and the gravity falls towards that point in space for your character. using the optimization tricks, you can fully actualized that ideal world creation to a T. There's just one problem.

Perlin noise sucks. Perlin noise sucks in genral if it's used by itself, and it also sucks when you put "octaves," on top of it. you can polish a turd, but a turd is still a turd. Anyway, the fact of the matter is, I wanted erosion. I wanted fast erosion. I wanted erosion that didn't crap on performance, and I wanted erosion that also looked amazing.

That's when I discovered runevision's erosion technique. All of a sudden, I was knocking on the door to something incredible. Runevision's erosion technique really gave me inside on some ideas for how to generate mountains in a way that wasn't just fast, but really good to look at. The mountains look great, the ideal erosion technique was finalized right?

well yes, and no.

to give credit where credit is due, runevision's erosion technique goes far and beyond anything that really was able to create erosion to a level that really started to express real live erosion.

At the same time it was lacking something that I couldn't overlook. While it was able to create the perlin mountains that we had before, it couldn't create mountains that felt like they had real life structure to them. So I started going a little bit too deep into this. The problem. The real problem to solve. part of the problem is rivers. drainage. the whole shibang, but I needed something to start out with.

https://preview.redd.it/8k8n7j4bncbh1.png?width=612&format=png&auto=webp&s=f4f591c7bb8a1851ab0ae02e5bb6a954ce16e676

what we're looking at here is a map of the canadian rockies. My idea was to start studying them to try and find patterns in them that gave me a little bit more insight into what is going on.

a little bit of an aside, I tried creating a world generator before this that actually introduced me to the concept of voronoi noise. The generator stopped working after a while, and I couldn't get the faces of the voronoi noise to render, so I gave up on that project.

However, because I had an idea of voronoi noise, and I started looking top down on this portion of mountains I started seeing the pattern.

https://preview.redd.it/pe41jsl4ocbh1.png?width=460&format=png&auto=webp&s=a67ceec26681e3593d6c08b70f1a3ad82a37b1df

in red is something called the rocky mountain trench. It's a geological phenomenon created by the suturing of 2 landmasses together. This crack that is highlighted in the picture is probably going to be something that eventually helps split the next super continent apart. right now it's just lifting up from the movement of the north american plate.

(While I understand that it was also at one point another slip fault where the other plate was moving north, it definitely has terrain there that stopped moving to the north while the north american plate moved west.)

anyway, back to my point. as you can see, every ridge is lined up with this trench, or at least has some kind of deformation that has to do with this trench. This started making me look at all of the other trenches in the picture.

https://preview.redd.it/c8obxz8bqcbh1.png?width=609&format=png&auto=webp&s=8a7cd195eca288ed47eb4f489eb085ae35da8432

if you can't see it yet, I'm going to show it to you in the next picture. but what I started to notice was that all of the mountains could be divided up into cells.

https://preview.redd.it/2l3eb54qrcbh1.png?width=614&format=png&auto=webp&s=a8f5e3e562776a26cc8111e58724738d0947b1e6

So while I was able to see the cells, I also thought of a pretty simple solution to trying to see if something like this would work.

step 1: calculate voronoi cells on the macro level of the formation of mountains.

step 2: randomly combine the voronoi cells that are aligned perpendicular to the direction the plate underneath is moving.

step 3: calculate a gradient from black at the edges of the newly combined cells, to white in the middle of the newly combined cells.

step 4: add perlin noise inside of each cell so that the perlin noise is just a bit of timbre on top of the voronoi gradient.

step 5: add runevision's erosion as even more of some timbre in order to generate the best looking mountains.

and while this worked, it wasn't perfect. or rather, in the real world, there are mountains that look exactly like what I just said, however, there's something that doesn't look exactly like what I just said.

the picture above does it even more service if you were to look up close at the mountains themselves. there's something that cuts into the mountains that can't be replicated by runevision's erosion alone. Something that was carved out of those mountains starting around 250 thousand years ago. What carved that out?

Glaciers

When I had started working on this, I had started to think that there's going to be a lot of different types of erosion that goes into the concept.

this all culminated in the idea: use the same method you used to increase the height of the mountains, but this time use the method to decrease the height of the mountains.

step 1: inside the larger cells of voronoi noise, create new voronoi cells.

step 2: calculate which cells of voronoi noise has the highest height

step 3: combine all of the cells linearly towards the edge of the cell while not combining the highest cell.

step 4: cut out the glacial valleys from the mountain to the edges of the large cells by inverting the gradient by using black on the inside of the cells, and white on the outside of the cells.

add this layer as a mask on top of the original height map. and you definitely have a lot of things cut out.

https://preview.redd.it/y1xe9zuevcbh1.png?width=297&format=png&auto=webp&s=632aec713eed3193d217a77d3c150adbe4a6e220

as of right now, this is what I was able to generate, but it definitely has a lot of issues with it.

While it does give a lot of uniquely great glacial erosion for it cutting into the landscape, I was not able to figure out why it would cut into the top of the mountain, for some of the parts, it has something like bowls that are a bit difficult to look at, and another problem is that the glacial mask raises the height towards the lower part because of the gradient continuing on all edges of the smaller cells of the voronoi noise.

as you can see there are a lot of green pixels inside of the brown areas of the cells, and that's partly due to the erosion filter from runevision's being applied a little bit too strongly here, but at the same time, part of me also thinks that some things like that actually do happen. I'm just unsure if I'm okay with letting that occur.

one thing that helps a lot with these are actually the cell deformation. random cell deformation actually helps a lot with the valleys being curved while also not being so curved that they lose their alignment. while I did make the chance of it a percent chance of the large cells merging on the y axis, there are some caveats with how you could calculate the actual direction you want it to deform.

anyway. while I have an artistic mind, I'm not without my faults. All that I will say is that my project continues today without stop. I'm just going to keep working on it until I die. but for all of you out there seeing this or reading this, I hope that you create something better, and can put me in my place someday.

edit:

I forgot to mention that the edges of the larger cells are supposed to be river valleys. As i was trying to explain my thought process i lost the plot of the post. Sorry guys. But this method should give something of a variable to connect rivers into.

positive voronoi

negative voronoi

reddit.com
u/lolwiaky — 1 day ago

A Simulation of a Living World...

Hi all. Some time ago (maybe a couple months ago), I posted some screenshots of this personal project of mine, a so called "simulation of a living world", where I dreamt of a little game that had a least one toy model of the complexities of a living earth?

Well, I didn't abadon it. It is very interesting to see where a discipline, a tenet, how far it can take you if you take it to very very end.

So, I'm very stubborn, right? My axiom was that noise maps would ONLY be allowed as initial conditions for the causal systems (remember? A dynamic system is something like: x_t = f^N(x_0)? Well, x_0 is free, a priori. So that's the only affordance I have for noise), and everything else must come from real simulation?

Well, this makes progressing extremely difficult haha. You have to reinvent things from zero. I don't even have an inventory! Nor even a torch! As a player, because, to have a torch, we still have to rederive society!

Still, I want to make you notice a lot of tiny details. I put them in the following images.

For example you may notice the wake entities leave as they travel through water? It is not a rendering trick. Again, following the philosophy to the end, I spent many weeks implementing a proper fluid simulation field for the water.

The same went for the fauna. It is evolved twice: A single evolutionary system. I did not really design any of the fauna (nor the flora) you see in the video. They were evolved in the world itself, in a laboratory, where surviving and reproducing evolve both the body and the brain.

In any case, too many things to write, I leave the video and the screenshots in case it is of any interest to you guys.

The coastline

Part of the world map. A 64km2 living, globally simulated world.

Another slice of the world map, with glaciers and snow. As I said many months ago, there are no biomes at all, just the consecution of 22 different earthlike systems

Meteorology, for example, is fully simulated, globally

And wherever it snows, it snows, whether you're there or not

And when it rains, it also rains (over bodies of water that *are* a field fluid simulation)

In a sense, there are no \"river systems\" as a proper subsystem, it's just a closed water cycle. Rivers are just where water flows.

Here, for example, you can see both the wake entities leave when moving though water, and those small wavelike phenomena in the body of the water? They too are part of the physical simulation: They come from the effect of the wind velocity field acting over the water field. The small \"white cells\" in some of the coastlines of this little lake are, too, physical, they come from the simulation of the water breaking there. Notice it's just the sides that are against the windwards?

In any case, I still started working on more gamelike stuff like building, the difficulty is clearly that even these things must be subject to the simulated natural world, and so must suffer from wind and rain and everything, so, progress is very slow.

Last time I didn't feel it was complete enough to show a video on, This time I do. Notice that the game is turn based for now, the hiccups are me doubting what to do. Sorry also for the lack of video editing, I'll too work on that.

https://youtu.be/m0I1bqd0O-U

reddit.com
u/wellomello — 1 day ago

Photorealistic, fully procedural galaxy made in Blender

Well, I think this is one of my best projects. It's a fully procedural galaxy shader, done entirely in Blender. Hope you'll like it

u/Poly3Blend — 2 days ago
▲ 122 r/proceduralgeneration+4 crossposts

Visions of a Hydra

Inspired by Numberphile’s “Red & Black Knights” problem: players take turns placing pieces along a square spiral, and each new piece must respect the threat relations already created on the board.

I expanded the original knight-only system into a more general field of chess and fairy-chess leapers: knight, fers, vazir, camel, zebra, antelope, eland, satrap, aspbad, spehbed, marzban (following Jonas Karlsson’s generalized Stendhal variants). Each color becomes a player, each player has its own movement logic, and the image grows as a record of where conflict allows matter to exist.

For this series I used two modes: "symmetric" and "random rivalry".
Random rivalry creates a seeded matrix of antagonisms between colors: some players threaten each other, some ignore each other, and self-antagonism can also appear. Symmetric makes the rule stricter: a piece is rejected both if it would be threatened by an existing rival and if placing it would threaten an existing rival.

What moves me most is how much pattern emerges from such simple rules. A spiral, a few leaper moves, and a rivalry table start producing territories, borders, blooms, scars, almost like little frozen wars. I’m honestly ecstatic watching these structures appear from logic that still feels small enough to hold in my head.

Sources / inspiration:

Made with p5.js and GPT-5.5

IG: u/outertales ♥^(!)

u/OuterSilent — 2 days ago

Make a crazy procedural star with Blender EEVEE(FREE PROJECT FILES)

A few days ago, I posted this procedural star render and got way more support than I ever expected. plus a flood of 'tutorial please' comments (and even a knife threat or two 😂). So here it is! Full step-by-step tutorial on how to create this animated star in Blender EEVEE, with free project files included. Hope you enjoy it and learn something new!

Tutorial link : https://youtu.be/WlQdolBBwLM?is=TtAKfGLyeXNLgxIm

u/Poly3Blend — 2 days ago
▲ 88 r/proceduralgeneration+1 crossposts

I made this with 10 lines of logo code.

As a kid my first programming experience was comlogo. Recently I took it out to play again.

u/No_Working1846 — 3 days ago
▲ 74 r/proceduralgeneration+2 crossposts

Are these any good? (short story in description)

I developed a tool for creating such patterns. They're all either Perlin noise or cellular noise, with a multitude of adjustable parameters and, most importantly, value mapping to a customizable palette. I haven't promoted the app itself or showcased it much on social media yet, but i've created these aesthetic edits showing examples of shaders achievable with this tool

Personally, i thought these videos were really good (even when separated from the product, as independent pieces of art), and i don't even know how i could have made them better. But they all performed rather poorly on social media (all in the 300 to 1,000 view range). The saddest thing is that my inspiration is slowly running dry - i only have a couple more collections like this in me. And the ones that have been published are already doomed and will probably never get the attention i thought they deserved

The real question is, is there any value in this? I initially created this tool for personal use, and i designed it as if it were for myself. I wanted an interface that would be pleasant to use when creating shaders for my game. Instead of changing a value in code, running it, and seeing the result, i could interactively control the process in real time. I thought it could be useful for other developers, too, and it could be fun for regular users to tweak the sliders and watch the image change (or to create unusual animated and interactive wallpapers, for example)

So, could this be interesting, or am i just making things up?

Sorry for the whining, this is just my first project with any prospect of being finished and i'm depressed by how everything is going so far

u/lindenhoneyrat — 3 days ago

Seamless Procedural Dungeon Generator

I've been working on a procedural dungeon generator in Unity 6 that seamlessly connects multiple themed areas into one continuous world map. Level layout inspired by Dark Souls, Binding of Isaac, and Zelda. Techniques include Delaunay triangulation, A* pathfinding, a Drunkard's Walk algorithm, and a custom blueprint parsing system. Currently have only two areas, the castle and mines, but I plan on adding many more soon.

Future Plans: Next I'm planning terrain generation, chunk streaming/rendering, and a 3D map.

Any advice on what techniques I should use to to accomplish the terrain generation would be much appreciated. Considering looking into wave function collapse and layered noise but still open to ideas.

u/dev-rygy — 4 days ago