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procedural generation
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Newbie question

So all things considered I’m somewhat ok with the whole procedural generation theory and I actually got something working in GoDot to generate terrain.

He’s the catch however, assuming I use a very simple perlin noice, to keep it simple, to generate my terrain in-game based on a seed. All works well but now I want in a centralized server to distribute and monitor NPGs, resources and the like.

How would a Java server (for example) also generate the exact same terrain so that it can make intelligent decisions based on terrain for placement and movement?

I read somewhere that if the noise generation pipeline is the same on both server and client it will produce the same terrain.

However I am no sure to what extent this can actually be achieved with GoDot out of the box noise functions and Java’s potentially from scratch functions.

Anyone done something like this?

Would I need to implement both noise functions, their iterations, and relevant logic in common C++ code?

Best way to test?

https://redd.it/1prikno
@proceduralgeneration
How would you go about generating unique landmarks?

There's more then enough resources out there on how to generate maps with tons of different techniques, but they pretty much are always about large scale terrain. When looking at hand-sculpted large scale terrains in video games, that usually just means open-world games. Which those in their pure essence are pretty much just running between landmarks while traversing the terrain.

Landmarks are interesting though, as they usually require some sort of intention behind them rather then being sculpted like terrain. This would mean using very different techniques of generation.

Would anyone know any generation techniques that go about this topic?

https://redd.it/1pry727
@proceduralgeneration
Deriving NPC reactions from formation instead of rolling for them

Working on a character generation system where behaviour isn't randomized. The pipeline:

Formation (key experiences) → Values (what they protect) → Properties (anchor, limits, defenses) → Reactions

The idea: if you know what shaped someone and what they'll protect, their response to pressure isn't random. It's constrained.

Same identity + same situation = same response type. The generation happens upstream in the formation. Everything else is derivation.

Built 30 characters to test it. Curious whether this counts as procedural generation or something else entirely.

I'll post the link in the comments.

https://redd.it/1pses1c
@proceduralgeneration
Top-down shots from my procedural map generator for my roguelike.
Each image is a different seed. The system is almost finished, but I’d love feedback on layout clarity, variation, or any small tweaks I could make
https://www.reddit.com/gallery/1ps5hfb

https://redd.it/1psh70g
@proceduralgeneration
Space filling curve with loops (Splined)
https://redd.it/1pt2hco
@proceduralgeneration