[UE5] Complete Azgaar → Unreal Pipeline with PCG Integration | Epic MegaGrant Submission (2/3)
https://www.youtube.com/watch?v=g_3X31LtKq0
https://redd.it/1oegvmv
@proceduralgeneration
  
  https://www.youtube.com/watch?v=g_3X31LtKq0
https://redd.it/1oegvmv
@proceduralgeneration
YouTube
  
  Azgaar to Unreal Pipeline | Agentic Game Framework | UE5.6 ( 2/3) Epic Megagrant
  🌍 Generate massive open worlds in 10 minutes instead of 6 months. This is the complete Azgaar to Unreal Engine pipeline that changes everything about game world creation.
⚡ WHAT YOU'LL SEE:
• 1000+ scientifically accurate rivers with water physics
• 300…
  ⚡ WHAT YOU'LL SEE:
• 1000+ scientifically accurate rivers with water physics
• 300…
OpenGL procedural terrain - improved water rendering
https://youtu.be/-SPWw6ORps0
https://redd.it/1oereaa
@proceduralgeneration
  
  https://youtu.be/-SPWw6ORps0
https://redd.it/1oereaa
@proceduralgeneration
YouTube
  
  Procedural terrain - Improved water rendering
  OpenGL procedural terrain
trying to improve the rendering of water, still far from perfect but I think a good improvement compared to previous version.
  trying to improve the rendering of water, still far from perfect but I think a good improvement compared to previous version.
Island heightmap/river generator with erosion and deposition
https://redd.it/1of3eum
@proceduralgeneration
  https://redd.it/1of3eum
@proceduralgeneration
Here is the car RPG that I am developing. It has procedurally generated cities, dungeons, roads, enemies, car upgrades and citizens
https://youtu.be/WpoJynUm6W0?si=apAAYI2bwjLIdQHO
https://redd.it/1of9cnp
@proceduralgeneration
  
  https://youtu.be/WpoJynUm6W0?si=apAAYI2bwjLIdQHO
https://redd.it/1of9cnp
@proceduralgeneration
YouTube
  
  The Drylands | Official Car RPG Trailer
  The Drylands is an upcoming car party-based RPG. Create the perfect team and car to speed through The Drylands, fighting for loot and completing quests in an ever-changing procedurally generated world as the shifting sands reveal lost secrets
Steam: htt…
  Steam: htt…
Procedural Engine Memory Test (realtime in-engine counters - mem usage bottom right) C++ / OpenGL / GLSL
https://youtu.be/RCEmht3kOAw?si=eYlvIkA2hWuvHrKk
https://redd.it/1og67cw
@proceduralgeneration
  
  https://youtu.be/RCEmht3kOAw?si=eYlvIkA2hWuvHrKk
https://redd.it/1og67cw
@proceduralgeneration
YouTube
  
  Infinicity - Engine Memory Test (realtime in-engine counters)
  Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
  Procedural engine memory test - realtime in-engine memory counters (C++/OpenGL/GLSL)
https://youtu.be/RCEmht3kOAw?si=rjYcGCEr646BM8rP
https://redd.it/1ogfxq3
@proceduralgeneration
  
  https://youtu.be/RCEmht3kOAw?si=rjYcGCEr646BM8rP
https://redd.it/1ogfxq3
@proceduralgeneration
YouTube
  
  Infinicity - Engine Memory Test (realtime in-engine counters)
  Memory utilisation is in the bottom right + other in-engine stats. I track allocations at the file / line level as can be seen in the realtime in-engine graphs. Initially I used eBPF on linux to track every allocation but it was too finely grained so instead…
  Seeded generation?
I am looking into the computer science behind seeds.
Basically I am trying to figure out how I can create a generation algorithm of integers that will always be the same when an entered seed is always the same.
Basically, if you always take the same steps in a game that selects things based on randomness, it always needs to result in the same output when the seed that influence the randomness is the same.
Basically what Minecraft and Balatro do
https://redd.it/1ogm0il
@proceduralgeneration
  
  I am looking into the computer science behind seeds.
Basically I am trying to figure out how I can create a generation algorithm of integers that will always be the same when an entered seed is always the same.
Basically, if you always take the same steps in a game that selects things based on randomness, it always needs to result in the same output when the seed that influence the randomness is the same.
Basically what Minecraft and Balatro do
https://redd.it/1ogm0il
@proceduralgeneration
Reddit
  
  From the proceduralgeneration community on Reddit
  Explore this post and more from the proceduralgeneration community
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  Real-time 3D TD VJset with procedural elements & animation
https://redd.it/1ohd4yi
@proceduralgeneration
  https://redd.it/1ohd4yi
@proceduralgeneration
Interactive torus in JavaScript
https://slicker.me/javascript/torus.htm
https://redd.it/1ohupft
@proceduralgeneration
  
  https://slicker.me/javascript/torus.htm
https://redd.it/1ohupft
@proceduralgeneration
slicker.me
  
  Rainbow Torus Code Tutorial
  
  