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Best Unity Procedural Generation Tutorials?

Discussion in 'General Discussion' started by Arowx, Jan 31, 2015.

  1. Arowx

    Arowx

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    Unity is amazing, but it still does not have the build random world button that I keep asking for!? :confused:;)

    So if there is not already a list of great procedural generation tutorials I would like to put together a list of links to the best procedural generation tutorials for Unity developers, then maybe we can learn to create our own 'build random world' button (with the new UI).

    Best Unity Procedural Generation Tutorials

    1. Catlike Coding - Procedrual Levels - http://catlikecoding.com/unity/tutorials/
    2. AlexStv - Voxel Terrain - http://alexstv.com/index.php/category/voxels
    3. ScrawkBlog - Procedural Terrain/Noise + GPU - http://scrawkblog.com/
    4. Unitys own Procedural Examples - https://www.assetstore.unity3d.com/en/#!/content/5141

    Best Unity Procedural Assets

    1. Fractscape http://www.starscenesoftware.com/fractscape.html
    2. Procedural Toolkit https://www.assetstore.unity3d.com/en/#!/content/16508

    Best Procedural Resources

    1. Rouglike Procedural Games http://www.roguebasin.com/index.php?title=Main_Page
    2. Procedural Dungeon Techniques http://www.futuredatalab.com/proceduraldungeon/

    Well I'm hoping you will help me out with great links, they you can like the best links and I will collate them and sort them based on number of likes!

    So what is the best procedural generation resource you have found for Unity???
     
    Last edited: Feb 1, 2015
  2. Kiwasi

    Kiwasi

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    Have you checked out catlike coding? Great procedural generation tutorials there.
     
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  3. Whippets

    Whippets

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  4. Arowx

    Arowx

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  5. Whippets

    Whippets

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    lol no sorry. In a world of my own there obviously :)
     
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  6. Arowx

    Arowx

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  7. Deon-Cadme

    Deon-Cadme

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  8. Arowx

    Arowx

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  9. imaginaryhuman

    imaginaryhuman

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    If you look outside of unity specifically, there are tonnes of websites with stuff about procedural meshes and geometry and fractal terrain and all the rest of it.

    Generally though if you're going to push one button to generate a world, you're going to have very very little control over what kind of output you'll get, unless there are some `human rules` built into the algorithm. Making stuff purely based on random noise etc can produce sometimes interesting results, sometimes boring results, sometimes impossible results, etc... a hybrid approach combining some human imposed 'knowledge'/rules mixed in with some randomization can produce some more useable and interesting outputs.
     
  10. calmcarrots

    calmcarrots

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  11. Arowx

    Arowx

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    OK so if you know great procedural assets and procedural programming tutorials/blogs that are great resources please share?
     
    Last edited: Feb 1, 2015
  12. tyoc213

    tyoc213

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  13. landon912

    landon912

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    While it's not strictly in the conventional view of "procedural generation", Red Blob Games, has countlessly helped me when procedurally generating a hexagon based terrain. Excellent website for all topics.
     
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  14. zombiegorilla

    zombiegorilla

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    Adding props the red blob games site. I regularly use a guided or seeded procedural methodology. Where I use procedural generation, but a several points along the way I can reject the results, regen and/or tweak the results before taking the next step. Then store the results as complete or with some degree of randomization left in. The "images" link in my sig is an example that process.
     
  15. Tanel

    Tanel

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  16. Pix10

    Pix10

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    Not a tutorial as such, but a great insight into ideas and methodology, was the 17-bit presentation on Galak-Z's procedural dungeons at Unite 2014.

     
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  17. gl33mer

    gl33mer

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  18. AdamGoodrich

    AdamGoodrich

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    I have been focusing on procedural generation for nearly three years now, and while fractal solutions are great, they are almost impossible to 'tame' so that you get exactly the result you want, in exactly the location you want. On top of that you then need to flick around a whole bunch of tools in order to then get the outcome you are looking for.

    It took a bunch of iterations of my own tools to get something that I was happy with, and what I ended up with is a tool that I called GAIA, that I just released onto the asset store.

    What makes GAIA different is that it combines the best of manual scene generation with the best of procedural scene generation. You can go all one way or the other - and imho a combination of both offers the best flexibility.

    GAIA gives you a toolset that allows you to choose which mountain goes where, and what hill go where, to rotate, scale and blend them, and then to 'Stamp' them into the terrain. GAIA then procedurally textures, plants and populates the rest of the scene for you.

    Heres a video - hopefully it will show you a little bit of what I am talking about.



    Btw GAIA is open ended - so if you want to leverage your existing workflow with tools like World Machine, that's supported and made easy by GAIA as well.
     
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  19. Swarnim2014

    Swarnim2014

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    Please delete that Scrawkblog link it's been deleted a few months ago.
     
  20. ZJP

    ZJP

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  21. konyi

    konyi

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