I like doing procedural generation. I also like 3D. I'm making this thread so that other people that like procedural generation and 3D can share their stuff. I'll start :)
Here's some terrain generation!
Very interesting! Can you go into more detail on how the height of the map was determined, since cellular automata is in 2d? Did I miss something in the explanation?
Hi Travis. Thanks for the kind words, but unfortunately you didn't miss anything, we just ran out of time to explain the mountains part. However it is luckily quite simple. You basically go through the list of active tiles on the first layer and if an active tile has 8 neighbours alive, then you build a tile one block above it. You then repeat this step until you have several layers :)
Cool, I've had that idea for a while - play spyro as a kid by any chance?
Will be posting tonight, I love procedural stuff :')
Thanks, that was meant to be some kind of retro shader - you can adjust the "blockiness" in the editor. Basically it picks the closest color to a limited set of colors with a kind of random dither.
I wanted to make some kind of crappy 8 bit/CGA no Man's sky but - funnily enough - as it turns out making procedurally generated universes with physics that aren't completely broken is rather difficult. I did make a star that looked OK, might post that at some point
Some really awesome stuff there dude!
You know, even though you were disappointed with it, I liked it. The whole procedural 3D maze thing was interesting to me. Good work! :D
Thank you, that's very kind! One of these days I might just have to do a more complete demo based on the same concept. Hopefully even with actual 3D gameplay, but that's trickier to devise, especially if turn-based. So, no promises.
Wow! First of all, what a great concept for a game! Secondly, really cool generation. Thanks for sharing :D
Hm. That's a tough question, because there's so many different directions you can go with procedural generation!
A good place to start, I believe, is the PCG (Procedural Content Generation) Wiki (http://pcg.wikidot.com/). Here you can browse and gain a cursory sense of the different areas that procedural generation covers.
After you've identified an area that you like, I'd recommend diving into academic papers, blog and forum posts, and especially look at games that utilize procedural generation. Then start fiddling around in Unity or whatever. That's how I did it.
Here's some procedural generation stuff I've used in the past.
http://tinysubversions.com/spelunkyGen/ - Spelunky procedural generation
http://philipgalanter.com/generative_art/wiki/inde... - For creating tree-like stuff
http://jayelinda.com/modelling-by-numbers-part-1a/ - Procedural 3D meshes in Unity (my favorite tutorial for proc gen)
There's a lot more, obviously, and if you have an interest in a certain field than I can potentially point you in a good direction. But that's my advice for getting started.