this post was submitted on 16 Jul 2025
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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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Ah nice swiggle. It creates vortices in input coordinates or something to that effect ?
If you're finding gradients does that mean you compute surface derivatives or do you "just" look at neighbouring points ? I can't figure that out in geonodes yet, supposedly that's something a shader is better suited for (and more performant). But I don't know the first thing about OSL and stuff.
Wrt erosion, in Blender there's a framework in place for making solvers (simulation zone). But you still have to write the actual solver... and I have to say I totally overlooked deposition last time I worked on it... and "worked" is a big word ๐
Yeah, swiggle is pretty much exactly that. The coordinates, amplitudes, and radius are randomized (based on the map seed, so it is reproducible). It makes a good distortion on top of things like mountain range positions. You don't see the swirls in practice.
Yeah, I mathematically compute a gradient vector. Which is actually one of the very easy things to do in python. I then bias Voronoi cell centre point density based on the amplitude of the local gradient.
The same gradient calculations would be used in a real erosion/deposition model. Where the gradient is high, erode. Move those particles down gradient. Deposit particles where gradient is less steep. Repeat a thousand times. Marvel at emergent phenomenon like river valleys and deltas. It's the "repeat a thousand times" that python really struggles with. It's fine to run it once and wait. But I don't want it to be days of modeling per map :)