this post was submitted on 21 Jun 2023
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Procedural Generation

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A community to discuss and share anything procedural generation related, for example game worlds and assets, or simulations whether scientific or ludic.

From Wikipedia:

Procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.

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Thought I'd start off with a post, at least! This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.

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[–] ZachAR3 2 points 1 year ago (1 children)
[–] maggoats 1 points 1 year ago

Why thank you! :D

[–] [email protected] 1 points 1 year ago (1 children)

Nice, I'm curious as to why you felt the need of both aridity and humidity sliders, are there biomes where these have opposite values, or it's just for lets say lakes? (Btw I was waiting for this community, thanks for opening it!)

[–] maggoats 1 points 1 year ago

Sorry for replying so late!

Basically there are two threshold values: one above which the zone is considered humid, and one below which it's considered arid (and naturally it's temperate otherwise).

I'm glad someone's decided to come partake! :D