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#Proc-play

Procedural generation playground. This repo was literally a playground for me to learn some cool stuff.

Procedural generation of maps, textures, particle effects, and apparantly noses.

Uses noise functions (especially Perlin noise), Cellular Automata, Graph traverals (Random BFS) and L-Systems (A little). Also uses upscaling, which doesn't really have a name I guess. Maybe I invented it.

See it in action

Want a peek?

Level generation:

samples/cave.png samples/catacombs2.png samples/sewers.png samples/smooth.png samples/valley.png samples/concentric.png samples/concentric2.png

Textures:

samples/cloth.png samples/steel.png

Area Transitions:

samples/upscale.png samples/curvy.png samples/matte.png

Particle Effects:

samples/smoke1.png samples/smoke2.png samples/smoke3.png

Plain old Perlin noise:

samples/perlin_linear.png

Golem sprites: samples/golem1.png samples/golem2.png samples/golem3.png samples/golem4.png

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Playing around with procedural generation

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