Advertisement

Latest ProceduralGeneration Activity

Hi Vicsin, Do you need a Sound Designer or Music producer for your project? Please DM me.

5,667 views
Advertisement
theaaronstory
June 24, 2024 02:26 PM
This could render XP progressions obsolete!

This is a continuation of a devlog series for a prototype. For those who prefer video devlogs, here’s the Youtube version for you (long form).  The below entry is more or less a summary of that video, and a bit more for devs.

Now back to the topic: For quite some time now it was bugging me how …

7,988 views
klg71
February 02, 2024 07:00 AM
Generating a SoulerCoaster in Unity

If you search for SoulerCoaster, you will find a multitude of names for it. It is also named Curvemesh, Splinemesh, or Swoosh.

They describe a technique to visualize magic or energetic effects.

The SoulerCoaster is a path mesh with an overlapping UV map.

It is defined as two quads that are oriented …

3,143 views
buzzelliart
December 20, 2023 08:11 AM
OpenGL procedural terrain - volumetric clouds

Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…

3,560 views

@code4broke : I like that you are including multiple algorithms for procedural generation in each scene (caves vs buildings).

12,357 views
Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage

Note: This article was originally published on LinkedIn. If you enjoy my article, please click through and consider sharing on social media and connecting with me!

Last year, I was looking for a side project to work on that would ideally let me start learning about procedural generation in both an …

23,141 views
ciusradu
April 17, 2020 08:09 AM
Unreal Engine 4 Procedural Bush Plant Generation

Kerria Japonica Procedural Bush Plant Generation in Houdini 18.
The plant is automatically generated using the Houdini Digital Asset

More on:
https://artstation.com/artwork/BmZL64

4,787 views

The main thing is to avoid doing memory allocation - that means you should use structs where possible for small objects, set the capacity of lists in advance instead of just letting them re-allocate automatically, avoid foreach in favour of for when possible (as sometimes foreach has to allocate an…

4,418 views
Advertisement
Advertisement