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procedural generation
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Procedural generated tile map using 1200+ tile variations
https://redd.it/1pxv5pz
@proceduralgeneration
How handle z-fighting between water and land?

I have a water mesh and a land mesh. I'm aiming at simulating water, so I can't use a plane for water, but need it close to the surface. But where water depth is zero, you get flickering z-fighting.

My hack is when water depth=0, make it negative (-0.01 works well).

But I don't like fudge-factor/ad hack solutions. They can bite you, eg if increase view distance.

How have you addressed this problem?

https://redd.it/1pxyhtd
@proceduralgeneration
Algorithms for generating small-N TSP graphs that are visually deceptive?
https://redd.it/1py5yhx
@proceduralgeneration
My experimental code is messy; but when neatened, becomes inflexible - have you found a middle way?

Maybe I just need to accept the cost of messiness during experimental development of procedural generation code, which has an artisitic goal?

https://redd.it/1pyuz6a
@proceduralgeneration
A small collection of space rocks

https://preview.redd.it/kmybe20i2eag1.jpg?width=2610&format=pjpg&auto=webp&s=98a4e654aa14470948cf27031214b3856e970712

A bunch of rocks for an arcade-style shoot-em-up, based on 3D simplex noise. Aiming for a lot of diversity, not so much for realism. I want to have better/realistic craters though, but I'm still figuring out a good way to add them without creating ugly artifacts.

https://redd.it/1pzqr5d
@proceduralgeneration