r/proceduralgeneration

▲ 104 r/proceduralgeneration+2 crossposts

Modular Open World City

Following multiple requests I baked some cities with my custom tool and publish them on fab.com. The pack include 4 scalable layouts up to 4 km² with mesh, materials and textures. You can use them as they are or customize by swapping mesh and materials. It's suitable to be extended with your own procedural tools on top of the city layout. The city is built using Hierarchical Instanced Static Meshes instead of individual actors for performance optimization, allowing efficient rendering and easy mesh swapping. Editing single instances requires Blueprint logic.

Materials are customizable using cheap triplanar functionality, color variations, wetness and so on.

Fab Link

YouTube Link

u/quatercore — 1 day ago

Ways to generate cliffs & mountains in this style/pattern?

I was messing with procedural generation on unity terrain, and those mountains and cliffs are kinda giving me a hard time to figure it out a good looking outcome.

Searching for references i found those from genshin and firewatch. Ignoring the more handmade model looks and details, how can i achive those kinda of formats, with pointed cliff sides, more bumps and uneven walls, paths around and more?

u/FredTN14 — 2 days ago

I made a real time civilisation with automated empires tht write thier own history

https://preview.redd.it/zu2f6xstbi2h1.png?width=2476&format=png&auto=webp&s=116844bc20b4011768a227cc74a916fe6b3443a7

https://preview.redd.it/lw02lpd3ci2h1.png?width=2481&format=png&auto=webp&s=8537e1cebb776990d592a447e258c3304e75ea68

Genesis is a browser-based civilization simulation I've been building recently.

The world runs in real time and civilizations expand, form alliances, develop cultures, generate historical events, produce heroes, go to war, and evolve independently over time.

I also added a chronicle system + an in-world historian called Aeon that can explain what's happening inside the world.

Still pretty early and not fully optimized yet, but I wanted to share it because the world has started producing some surprisingly interesting behavior on its own.
Also currently the ui is mostly for desktops and not optimised for phones yet.

Tech stack:

React + TypeScript + PixiJS + Zustand + procedural generation + utility systems

Live project link : https://genesis-frontend-blond.vercel.app

reddit.com
▲ 10 r/proceduralgeneration+2 crossposts

We built a particle simulator that runs in your browser and exports directly into Blender. Shaders included. One click.

Okay so I've been sitting on this for a while and I'm way too excited to write a formal post about it so here goes.

Flux Particle Studio — you design particle effects in your browser, hit export, and they land in Blender render-ready. Geometry nodes wired up, shaders configured, everything. You literally just hit import and your simulation is live in the viewport.

And it's not basic either. Forces, colliders, multiple emitters, drivers that control color/size/opacity based on lifetime speed height noise — full keyframe animation on any parameter. Fire portals, falling leaves with colliders, curl noise spirals, rain, waterfall — all straight out of the box with presets.

But the thing that genuinely makes me go crazy — the Spline emitter. You draw a curve in Blender. Flux picks it up live. Change the curve — Flux follows in real time. The possibilities with that alone are kind of insane.

It's free to try, no signup, just open it and start breaking things — flux.ranimationstudios.com

Full tutorial: https://youtu.be/clIKc4SfuCE

Would love to know what you guys think. What's the first effect you'd try?

u/r_animation_studios — 2 days ago

Procgen city sim with the LLM as director (not content generator) — am I reinventing the wheel? Anyone done this before?

Curious to hear from this crowd. I'm chewing on an architecture and want to know what I'm missing — prior art, failure stories, related work, anything.

The idea. Procedural simulation is the load-bearing core and is always sufficient on its own. The LLM, when present, doesn't generate content directly — it directs the procgen by translating open-ended natural language or random world events into parameters the engine can already act on. Two modes:

  • Director. GM types "gold has been struck in the eastern hills." (or indeed the event engine forces the LLM to come up with an interesting event) The LLM receives the current state of the world and returns the shape of the gold rush — spawn coordinates, accelerated growth rate, characteristic service mix (brothels and taverns before smithies), demographic skew (transient single males, weapons-carry up, organised crime within 6 months), spillover on neighbours. The procgen then applies all of it deterministically.
  • Flavourer. Engine produces a deterministic NPC with all the facts (parents, work history, debts, ownership chain). The LLM prosifies those facts into bio + voice + secrets. Never invents new facts, only narrates.

Why bother with the LLM at all. Pure procgen is rigid — you can pre-code plague mechanics, but you can't pre-code "the harvest god has died" or "a foreign queen visits" or "a comet is read as an omen of war." Those need cultural/symbolic reasoning. The LLM provides it, then steps out of the way. The engine stays deterministic and runs fine with the LLM off.

Context (briefly). I'm building this for a tabletop RPG city sim — the headline interaction is "who is at the inn at 2pm on a Tuesday, and why?" — but the architecture pattern feels more general than that, which is why I'm asking here rather than in r/RPGdesign.

Asks (broad on purpose):

  • Have you seen this pattern — LLM as director rather than generator — used anywhere? Games, sims, worldbuilding tools, weird hobby experiments, anything.
  • Is there a name for this when it's been done? "AI-Directed Procedural Generation" is my working term, happy to use whatever the field already calls it.
  • War stories from anyone who's tried LLM-in-the-loop with procgen — what broke, what worked, what surprised you?
  • Reading list — papers, blog posts, postmortems, side projects. Anything I should know about before I commit to this direction.

Genuinely just trying to learn what's out there before I go heads-down. Happy to share more detail in comments.

reddit.com
u/ChironAtHome — 3 days ago
▲ 305 r/proceduralgeneration+1 crossposts

I'm building an infinite, procedurally generated universe with simulated evolution.

I’ve been working on a massive project inspired by No Man's Sky and the concept of real-time space exploration.

Every planet you see is truly infinite, utilizing custom chunk loading and procedural generation. I'm also building out a system to simulate alien evolution based on atmospheric data (like temperature, toxicity, etc.). Everything is being optimized heavily from the ground up because I eventually want this to fully support VR.

These are some early cinematic screenshots of the different biomes and the atmosphere system. Let me know what you think, and I'm happy to answer any questions or take requests!

u/Vmaster2000 — 3 days ago
▲ 6 r/proceduralgeneration+1 crossposts

Procedural Generated Game 2D-Topdown Math Help

Right now, I am working on creating a top-down game that uses procedurally generated assets, including Math Trees, Bushes, mushrooms, cacti, grasses, and Terrain. But I struggle to find any useful, good math models or ideas to create characters/animals/objects/icons that look like they need to. Should I just fold and use assets, or should I continue trying to create it without assets?

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u/lunaroperation — 3 days ago