Update on my end-to-end graph-based dungeon generator tool for Unity 6
https://reddit.com/link/1ps4820/video/jxtsw94hgj8g1/player
https://redd.it/1ps4820
@proceduralgeneration
https://reddit.com/link/1ps4820/video/jxtsw94hgj8g1/player
https://redd.it/1ps4820
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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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
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
Reddit
From the proceduralgeneration community on Reddit
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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
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
Reddit
From the IndieDev community on Reddit: Top-down shots from my procedural map generator for my roguelike.
Each image is a different…
Each image is a different…
Explore this post and more from the IndieDev community
Algorithmically Generated Crosswords: Finding 'good enough' for an NP-Complete problem
https://blog.eyas.sh/2025/12/algorithmic-crosswords/
https://redd.it/1pt19rd
@proceduralgeneration
https://blog.eyas.sh/2025/12/algorithmic-crosswords/
https://redd.it/1pt19rd
@proceduralgeneration
Eyas's Blog
Algorithmically Generated Crosswords: Building something 'good enough' for an NP-Complete problem
const{Fragment:e,jsx:t,jsxs:n}=arguments[0];function _createMdxContent(r){const o={a:"a",p:"p",...r.components};return
[WIP] Just added a basic River system to my toolkit. Exploring interactive flow carving.
https://youtu.be/KbvRJ8zGxmA
https://redd.it/1ptoc2j
@proceduralgeneration
https://youtu.be/KbvRJ8zGxmA
https://redd.it/1ptoc2j
@proceduralgeneration
YouTube
[WIP] Just added a basic River system to my toolkit. Exploring interactive flow carving.
Just a quick progress update.
I've been experimenting with how SDFs handle riverbeds and bank blending. It’s currently interactive—allowing for real-time adjustments of flow direction and width. Still a lot to refine, but the workflow is starting to feel…
I've been experimenting with how SDFs handle riverbeds and bank blending. It’s currently interactive—allowing for real-time adjustments of flow direction and width. Still a lot to refine, but the workflow is starting to feel…
What’s your setup for using multiple AI models?
There are amazing AI models out there, but using them across different platforms felt messy and inefficient.
That’s why we created ALLGPT — one workspace to access multiple models without jumping between tools.
Would love to hear how others here handle this.
https://redd.it/1pvb633
@proceduralgeneration
There are amazing AI models out there, but using them across different platforms felt messy and inefficient.
That’s why we created ALLGPT — one workspace to access multiple models without jumping between tools.
Would love to hear how others here handle this.
https://redd.it/1pvb633
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
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I'd like to generate procedural terrain that's very realistic any sources?
This is for a planet. What's I've been doing so far has seemed so fake and unrealistic
https://redd.it/1pvx2jr
@proceduralgeneration
This is for a planet. What's I've been doing so far has seemed so fake and unrealistic
https://redd.it/1pvx2jr
@proceduralgeneration
Reddit
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Update: Added new features to the River nodes (hard to describe, better to see in video).
https://youtu.be/piajC5W0aSE
https://redd.it/1pw24k2
@proceduralgeneration
https://youtu.be/piajC5W0aSE
https://redd.it/1pw24k2
@proceduralgeneration
YouTube
Update: Added new features to the River nodes (hard to describe, better to see in video).
I’m currently looking for alpha testers to help find bugs. Drop a comment if you're interested!
My attempt at procedural object placement using poisson disk sampling + noise (for filtering)
A few years back I ran into the problem of procedurally placing objects of varying sizes with no overlap. What worked well for me was Poisson disk sampling, combined with noise-based filtering (less messy than pure random, less rigid than grids).
I wrote up a short explanation and shared the code in a dev blog post (link’s on my game’s Steam page) in case it’s useful to anyone tackling something similar: https://store.steampowered.com/news/app/2223480/view/509600244355304032?l=english
https://preview.redd.it/hdexxgv3rk9g1.png?width=1848&format=png&auto=webp&s=708368126dae1ae2342a85049f26e7076574c1e3
https://preview.redd.it/7gbjkg96rk9g1.png?width=764&format=png&auto=webp&s=71bfd656a26cdf51ec877fbd845f113c33811474
https://redd.it/1pw86oy
@proceduralgeneration
A few years back I ran into the problem of procedurally placing objects of varying sizes with no overlap. What worked well for me was Poisson disk sampling, combined with noise-based filtering (less messy than pure random, less rigid than grids).
I wrote up a short explanation and shared the code in a dev blog post (link’s on my game’s Steam page) in case it’s useful to anyone tackling something similar: https://store.steampowered.com/news/app/2223480/view/509600244355304032?l=english
https://preview.redd.it/hdexxgv3rk9g1.png?width=1848&format=png&auto=webp&s=708368126dae1ae2342a85049f26e7076574c1e3
https://preview.redd.it/7gbjkg96rk9g1.png?width=764&format=png&auto=webp&s=71bfd656a26cdf51ec877fbd845f113c33811474
https://redd.it/1pw86oy
@proceduralgeneration
Steampowered
Infinicity - Procedural Object Placement with Variable-Radius Poisson Disk Sampling and noise - Steam News
When generating large procedural worlds, placing objects believably is harder than it looks. Trees shouldn’t overlap. Rocks shouldn’t clump unnaturally. Buildings need breathing room (but not too much). And ideally, all of this should be controllable, performant…