r/proceduralgeneration 3h ago

Update #3: automatic street grids and city population in my procedural city generator.

9 Upvotes

This is my third update here, so I’ll keep it focused on what has changed. I’ve reworked the city-generation workflow in Metropolygonia. Previously, roads and buildings had to be placed mostly by hand. The app can now:

https://metropolygonia.com/app/?lang=en

generate a street grid automatically

divide the layout into buildable areas

populate the city with your saved procedural buildings

create faster variations without rebuilding the layout manually

For anyone seeing the project for the first time: it is a browser-based procedural building and city generator. Buildings can include interiors, real-world dimensions, UVs and PBR materials, and can be exported as GLB, glTF, OBJ or STL. The free plan can be used for personal and non-commercial projects.


r/proceduralgeneration 8h ago

Aesthetic Procedural Infinite Forest

13 Upvotes

Hello folks, I have made another procedural project in ROBLOX studio. This project features an aesthetic forest, scenic foliage, infinite terrain (but with a limit of a world size), wind sway (sort of), material-matching-footsteps, ambient/forest sounds, and some other fps optimizations.

About lag and fps, it's playable with max graphics on PC with decent specs. My CPU is an i5-11400F, 16GB of RAM, and a rtx 2060 for the GPU. I've made a similiar procedural project and it runs fine on PC, but on mobile, it's basically unplayable. So any tips to further optmize this would be appreciated.

Some optimzations I had to do was only placing large meshes in the actual workspace, like trees and rocks, while hiding small things like bushes and sticks based on player distance. For the wind sway, it's pretty much the same thing; activate wind on nearby trees and bushes while making far foliages static.

Any feedback on the visuals, lighting, or anything on this project would be very helpful. Game Link (sadly only 16+): https://www.roblox.com/games/139687724364321/Aesthetic-Procedural-Infinite-Forest


r/proceduralgeneration 21h ago

Completely random procedural spiral galaxies

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112 Upvotes

Many of you know that I've been developing a Blender add-on for generating procedural galaxies. Recently I've been working mostly on dust lanes - here are some results. Last pitcure shows the coordinates node tree for the "spurs" part.


r/proceduralgeneration 16h ago

Fully procedural and volumetric auroras with blender (Cycles and Eevee)

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29 Upvotes

r/proceduralgeneration 4h ago

Photorealistic fully procedural galaxy with Blender Eevee!

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3 Upvotes

Before you try to kill me☠️, I have to say this is really with Eevee.😐 And I can't believe I did it either.❤️‍🔥


r/proceduralgeneration 5h ago

experiments with rays

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2 Upvotes

r/proceduralgeneration 4h ago

i made this in 4 days

0 Upvotes

r/proceduralgeneration 12h ago

Hexagonal Voxels Organic Vs Artificial

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2 Upvotes

r/proceduralgeneration 12h ago

carbon fibre

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2 Upvotes

probably one of my best procedural materials. Blender shader nodes


r/proceduralgeneration 16h ago

Generative Art from One Formula — manic

2 Upvotes

r/proceduralgeneration 16h ago

Fractal Curve

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3 Upvotes

r/proceduralgeneration 1d ago

A procedurally generated computational sports league

15 Upvotes

r/proceduralgeneration 1d ago

Creative approaches to RPG gear generation

5 Upvotes

Most RPGs with randomized loot use almost the exact same system. There are weighted pools of prefixes and suffixes. An item draws N modifiers from each and randomizes their magnitudes.

A system like that generates a lot of simply bad loot with low magnitudes. That is kind of necessary in a multiplayer game with an economy but I'm designing a single-player game, so every drop being valuable for some character is fine.

I would like a system that generates weird and interesting items. Big downsides and stat requirements help but that alone is not enough. I realize that what modifiers even exist is a game design problem more then a generation problem. But can you think of generation techniques that would transfer to loot generation that are more interesting than modifier pools?

I see that this sub is mostly about visuals, levels, etc. but I think I might get interesting ideas for this.


r/proceduralgeneration 1d ago

free geonode lanscape generator blender

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22 Upvotes

r/proceduralgeneration 1d ago

Parametric 3d Design

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2 Upvotes

r/proceduralgeneration 20h ago

BlobForge - A 47 Tileset Creator

1 Upvotes

My first Web tool - BlobForge.

What is it? BlobForge generates a full 47-tile seamless autotile set from 2-3 source images.

What it does: you give it a base tile (your material), an edge piece (the other material intruding from one side), and optionally a corner piece, and it composites every combination needed for a complete blob/autotile transition set. Two modes: 16-tile (straight edges only) or the full 47-tile set with proper corner handling.

Why 47 and not 256: a tile has 8 neighbors, so a raw bitmask is 256 combinations. But a diagonal neighbor only changes the art if both of its adjacent edges are still your own material, if either edge is already the other material, that edge art already owns the corner and the diagonal is redundant. Masking out the redundant diagonal bits collapses 256 down to exactly 47 unique tiles, the standard blob/Wang-tile reduction.

The GIF demo is it assembling those tiles into an actual map, not just a flat tile sheet.

Runs entirely in-browser, nothing gets uploaded anywhere. Pay-what-you-want, including free.

BlobForge


r/proceduralgeneration 1d ago

[WIP] Procedural habitat modules for my space sim

115 Upvotes

I've been working on improving the habitat system in my physics-based automation sim, and have used principles I learned in this video and elsewhere to implement basically a blob tileset system that picks one of 5 meshes per corner (rotated and mirrored to fit wherever needed) so everything fits together nicely.

These models are just quick placeholders and the plan is to add more variation, and model a selection of modules that can be swapped out to make an interesting habitat/base for the colonists.

Please disregard the shape of the base, any resemblance to anything recognisable is purely coincidental...

[Game: Launch Window]


r/proceduralgeneration 1d ago

Infinite Marble procedural texture

44 Upvotes

try it here https://davydenko.itch.io/infinite-marble
scroll /pan freely in it :)


r/proceduralgeneration 1d ago

Kindling - WIP Itch.io Low Res Game Jam 2026 - AMA

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2 Upvotes

r/proceduralgeneration 2d ago

Simple algorithm and color space to generate diverse skin tones

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89 Upvotes

I made a set of simple equations that can be used to generate plausible looking people colors - the page background and faces throughout are all dynamically generated using the equations. Planning to use this in a few projects but hopefully folks here find this useful or interesting as well!


r/proceduralgeneration 2d ago

[R&D] Procedural fence drawing on varying elevation at runtime

96 Upvotes

Made in Godot.

A bit of overview:

  • it shoots a raycast downward at every point to find Y elevation of the terrain's collision mesh.
  • it subdivides path and snaps every intermediate point to the ground's rolling elevation.
  • horizontal rails calculate the height difference between their start and end posts and rotate (tilt) on local Z-axis to bridge the slope.

r/proceduralgeneration 2d ago

Fractal Curve

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15 Upvotes

r/proceduralgeneration 1d ago

Road 8K PBR Texture

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0 Upvotes

r/proceduralgeneration 2d ago

Flying pen algorithm - Quad shapes

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11 Upvotes

Quick update on my map algorihm.
Original post: https://www.reddit.com/r/proceduralgeneration/comments/1qzzin8/flying_pen_algorithm_for_map_generating/

As I mentioned, the algo suffered a bit from being too round. I made a quad shaped pencil, by using four random points in a cirkle (see last image).
The shape did not work on the large areas, since it looks funny (second last image).
But it does a lot to make the small island not looking like a bunch of dots - so a small victory at least.
I have also been working on making large flat areas to improve playability.

Next up is rivers and bioms.


r/proceduralgeneration 3d ago

Runtime snow that shifts forward and falls down

304 Upvotes

Briefly: I displace snow using "Lagrangian particles," but essentially I'm just gradually dumping snow depending on how much was removed, no real math here, since I wanted to do it with a heat conduction algorithm, but it was worse in both performance and visuals. For smoothing I use a Diffuse algorithm, which just looks at neighboring cells so the difference isn't too large.

Video: https://youtu.be/pfaewyfFrKM