Best Unity Procedural Generation Tutorials?

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

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 ā€˜build random worldā€™ button (with the new UI).

Best Unity Procedural Generation Tutorials

Best Unity Procedural Assets

Best Procedural Resources

Well Iā€™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???

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

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Donā€™t know if this counts but I use Fractscape starscenesoftware.com - starscenesoftware Resources and Information. An excellent tool.

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Does he have any tutorials on how to program fractals with Unity?

lol no sorry. In a world of my own there obviously :slight_smile:

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Well I found this set of tutorials on Voxel terrain generation http://alexstv.com/index.php/category/voxels

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This isnā€™t for Unity but this place got a lot of good info on procedural dungeons: RogueBasin
Some more, fun reading : http://www.futuredatalab.com/proceduraldungeon/

It is easy to create a ā€œbuild random worldā€ button, the problem comes when you want a world that will fit your game idea :wink: If you want one that can do everything from Minecraft to Landmarks thenā€¦ have fun :smile:

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Wow check out this developers blog http://scrawkblog.com/ procedural programming on the GPU!

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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 youā€™re going to push one button to generate a world, youā€™re going to have very very little control over what kind of output youā€™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, etcā€¦ a hybrid approach combining some human imposed ā€˜knowledgeā€™/rules mixed in with some randomization can produce some more useable and interesting outputs.

Thereā€™s an asset called procedural examples and procedural toolkit. They are awesome

OK so if you know great procedural assets and procedural programming tutorials/blogs that are great resources please share?

This being updated this year, it forget Procedural Cave Generation - Unity Learn

While itā€™s not strictly in the conventional view of ā€œprocedural generationā€, Red Blob Games, has countlessly helped me when procedurally generating a hexagon based terrain. Excellent website for all topics.

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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 ā€œimagesā€ link in my sig is an example that process.

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Not for Unity specifically, but there was an article on gamasutra recently with an interesting approach to procedural dungeons.

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

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@SebastianLague Create a game series - Top down shooter - has some stuff that could help out with your procedural arsenal.

I canā€™t remember which episodes are relevant - but the making of the maps, the placing of the enemies - etc.

I have been focusing on procedural generation for nearly three years now, and while fractal solutions are great, they are almost impossible to ā€˜tameā€™ 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 ā€˜Stampā€™ 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, thatā€™s supported and made easy by GAIA as well.

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Please delete that Scrawkblog link itā€™s been deleted a few months ago.

ā€¦and add
Sebastian Lague Procedural Landmass Generation. :stuck_out_tongue:

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