r/proceduralgeneration • • 9h ago

For those who want a similar experience like Space Engine on web with realistic graphics and infinite procedural universe using three.js

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4 Upvotes

The game is about exploring the infinite, endless procedural world of stars, planets, galaxies. The game does not include real planets or real stars or galaxies. Real names can be observed at the home location and names like "Andromeda" or "Milky Way" and the whole solar system. Tho it is possible they will not be in soon updates.

Link: https://astro.ableproman.hu/

The game is inspired by Space Engine, that is only on Steam and is not free. I made this game for people who want open world real scaled worlds to explore and visit throughout the universe for free without downloads.

Graphics are all made with three.js and looks incredible. I am updating until it works perfectly.

It works on desktop and mobile too.

I am ready for any review or feedback of the game!!

(The images are from the actual game from browser!)


r/proceduralgeneration • • 8h ago

Xanatuya - procedural nod to dullness

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0 Upvotes

I’m gradually building the game of my dreams—a "screensaver-style" game designed for a third monitor. It features logistics, trade, and light simulation, all set within a procedurally generated world—with absolutely no fast travel. The game world is a ring of civilization, spanning a radius of roughly 8,000 kilometers, which gradually fades out toward the edges. It integrates Open-Meteo data and a simulation system for day/night cycles, designed to mirror the actual weather and time of day outside your own window. It’s a very slow-paced game.

The game features a basic economy that I am gradually balancing, a fleet of rovers that is slowly expanding, various stations and resource-extraction outposts, and a range of different missions. So far, about 30% of what I’ve planned has been implemented. The game runs in a browser and currently has a size of approximately 2.7 megabytes; I expect the final version won’t exceed 10 MB. It’s designed with a retro aesthetic—partly as an attempt to create the kind of game I’ve always dreamed of, and partly as an experiment in realizing a vast space using minimal resources.

Since this game is being developed for personal use, there is no detailed documentation for it at the moment. That said, you can play it without any major issues—aside from the typical quirks one might encounter in a game that is still deep in the development phase.

subr: https://www.reddit.com/r/Xanatuya/

the game itself: xanatuya.space


r/proceduralgeneration • • 4h ago

Looking for 5 testers,a small evolution game you play from Twitch chat 10 min, feedback welcome

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0 Upvotes

r/proceduralgeneration • • 8h ago

It's here! Segment Display is now available for Blender 📣

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0 Upvotes

It's here! Segment Display is now available for Blender. A fully procedural Geometry Nodes add-on for creating segment-style displays (7-seg, 16-seg) right from the N-panel.

🔗 Get it and explore everything at orionnovemberstudio.com


r/proceduralgeneration • • 18h ago

Is it possible to make this without Grain Sim?

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1 Upvotes

r/proceduralgeneration • • 18h ago

ND function space projection

0 Upvotes

Not that I have built it yet, but any function of space simulation, it is very math involved, especially in higher dimensions. A major discovery though, for obscuring, you only need object A is in front or behind object B, not exactness needed. Also needed is where pixels go, but with the correct rotations, set one function set to another and you have where one pixel goes, repeat for all pixels. The obscuring can use either the integral form over a finite arbitrary number or just derivatives of the original function or both, in many cases just Euclidean distance could work, but not all. The distance function is an integral of a square root of a sum of squares, so avoiding that is awesome. Good luck everyone. X E.


r/proceduralgeneration • • 12h ago

cat NSFW

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55 Upvotes

r/proceduralgeneration • • 23h ago

My slam cracks looked like tentacles until I gave each arm a short, sharp jitter

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2 Upvotes

I'm making ground impact effects in Godot, and I draw the crack in polar coordinates in the fragment shader. I take each pixel's angle and radius and measure the distance to the nearest of ten arms. That's the usual polar trick, nothing new. But since it's a distance field, more arms cost basically nothing.

My first arms only bent with one smooth octave of value noise. They looked like tentacles!

Real cracks are mostly straight with kinks. So now each arm gets the slow bend plus a weaker, faster one on top, and I scale the bend up with the radius so the arms leave the center almost straight.

If every arm reaches the rim it's a sea star. I let each one stop somewhere between 62% and 100% of the radius, and one branch peels off part way out.

I also stand the rock shards on that function with the same seed. That way I never get a shard sitting next to a crack.

I ported the function to numpy for the picture. Does anyone have a trick to make the branches look less glued on?


r/proceduralgeneration • • 8h ago

Amoebae on a soap-film cellular automaton: they smell food, eat, divide, and can stick together into one body

31 Upvotes

Next step after the dividing cells: each amoeba is a bubble of the same foam rule. Its skin pulls taut and it keeps its area. On top of that its edge reaches out:

- By smell: food gives off a smell that spreads and fades. The edge bulges where the smell is stronger than its own average, so a pseudopod reaches towards food and the back pulls in. In blind mode it wanders at random and only finds food by touching it.

- Eat, grow, divide, starve: what it eats becomes area. Living burns that area away. At twice its size it divides, and starved to a third it dies.

Try it: https://geotyper.github.io/taut/amoeba.html


r/proceduralgeneration • • 19h ago

My city model for 3D printing

15 Upvotes

Every city is uniquely generated from a random seed, based on the QR code requested. Tons of sliders to control the generation rules!


r/proceduralgeneration • • 11h ago

I made the Eye of Sauron - fully procedural with Blender

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12 Upvotes

I made this using Blender nodes. You can watch my YT tutorial if you want to make something like that.🙂