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Latest ProceduralGeneration Activity

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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 or…

1,907 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…

2,078 views
buzzelliart
November 06, 2023 02:19 PM
Procedural terrain + adaptive exposure + BLOOM

Improved bloom + experiments with adaptive exposure.

Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)

7,417 views
buzzelliart
October 31, 2023 08:00 AM
A small walk inside my procedurally generated terrain

A small walk inside my procedurally generated terrain. Rendered in OpenGL.
The terrain was created using multiple layers of perlin noise and applying hydraulic erosion on it.

Grass and flowers are rendered using billboards and instancing.

4,658 views

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

10,651 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 …

21,067 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

4,063 views
Venatus Games
April 03, 2020 03:00 AM
Nightfall - DevBlog #8
The player stumbles across a vein of coal…Introduction 

Welcome back! In the month and half since our last post, the world has changed quite a bit. While I don't mean it as a pun, both the real world and Nightfall's world are much different from what they were at the time of our last blog post.…

7,290 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…

3,307 views
Venatus Games
February 14, 2020 03:33 PM
Nightfall - DevBlog #7
Flint Pickaxe embedded into StoneIntroduction 

Hey everyone! It's been quite some time. Let me be the first to say, I do not like waiting this long for blog posts. Sometimes though, it is necessary. We had a lot of things we wanted to re-do and fix and school and life sometimes slow us down. Th…

9,842 views
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