My Biggest Breakdown Yet : A Deep Dive into Advanced PCG 🤠 And it's all free. I’ve put together a full deep dive into my recent PCG-driven procedural tower and forest project in Unreal Engine 5.5! 🏰🌲 This is by far my most detailed breakdown, focused on intermediate to advanced topics that don’t always get enough attention online. While there’s a lot of great beginner content out there, I wanted to fill the gap by sharing more in-depth workflows, problem-solving strategies, and optimizations. 🔍 What’s inside? 📜 Grammar Systems – How I structured the tower’s design for flexibility & fast iteration 🛠️ Geometry Scripting – Using booleans & bevels to refine procedural architecture 🌿 PCG Vegetation & Pathfinding – Growing forests and ivy dynamically 💡 Lessons Learned & Optimizations – Tricks I wish I had known earlier This breakdown is available on ArtStation, you'll find there a link to a Google Doc taking you to the full guide. If you’re looking to push PCG workflows beyond the basics, I hope this helps! 📢 The ArtStation link is in the comments, I’d love to hear your thoughts! What has been your biggest challenge with PCG so far ? #UnrealEngine #Houdini #PCG #EnvironmentArt #GameDev #UE #ProceduralGeneration #WorldBuilding #TechnicalArt #EpicGames #3DArt #RealTimeRendering #VFX #GameDevelopment
Procedural Generation Algorithms
Explore top LinkedIn content from expert professionals.
Summary
Procedural generation algorithms are sets of rules or instructions used in software to automatically create complex structures, environments, or data. These techniques are widely used in gaming, architecture, and design to produce content dynamically, saving time and allowing for creative variation without manual input.
- Embrace randomness: Allow algorithms to introduce variability in your designs while maintaining structural rules so that generated content remains unique yet coherent.
- Prioritize constraints: Use rules and limitations to guide the procedural process and prevent unwanted outcomes, especially in interactive or real-time environments.
- Explore real-time control: Take advantage of modern tools to adjust procedural parameters instantly, enabling flexible and resource-efficient creations that adapt to user input or changing conditions.
-
-
NOT quantum physics. Just entropy. And Sudoku. Name's a stretch, but a neat algorithm. See FULL screen. Explore: Wave Function Collapse (WFC) is a procedural generation algorithm. It uses randomness, constraints, and entropy to create structured patterns via tiling. Cells with the fewest valid options (lowest entropy) are prioritized to minimize future impasse. After random choice within constraints, adjusted constraints propagate to neighboring cells, similar to Sudoku. https://lnkd.in/gNm8Z7_D The algorithm’s name refers to quantum mechanics but is metaphorical. A quantum wave function represents all possible states until it collapses into one. In WFC, each grid cell starts with multiple states and resolves into one valid state. WFC is used in procedural map generation, texture synthesis, architectural design, and urban planning. It demonstrates how local decisions influenced by global constraints produce coherent systems.
-
Real-time Procedural Resurfacing Using GPU Mesh Shader Raad Josué, Delon Arthur, Ribardière Mickaël, Meneveaux Daniel, Gilet Guillaume https://lnkd.in/gRFmSgj4 Abstract Real-time rendering of complex environments and detailed objects is challenging due to the geometric generation cost and its associated memory requirements. Traditional methods often rely on precomputed procedural details, limiting flexibility and realtime interaction. Although state-of-the-art approaches have addressed these questions, they frequently fall short in providing dynamic, high-fidelity surface transformations. This article presents a novel real-time procedural mesh resurfacing method that utilizes GPU mesh shaders to generate a wide range of geometrical appearances directly in place of a base control mesh. Our approach enables on-the-fly procedural geometry generation, allowing for the creation of new explicit geometric surfaces, fine control over geometric adjustments, and dynamic level of detail management. Procedural parameters can be accurately driven in real time by explicit control maps or arbitrary user inputs. The proposed technique reduces VRAM usage and power consumption, offering competitive performance compared to traditional pipelines. Comparative evaluations demonstrate that it enables a significantly higher number of primitives to be rendered in real-time without being limited by GPU memory. The key advantage of the proposed resurfacing framework lies in its ability to fully control dynamic generation of surfaces at rendertime.
-
+2
Explore categories
- Hospitality & Tourism
- Productivity
- Finance
- Soft Skills & Emotional Intelligence
- Project Management
- Education
- Technology
- Leadership
- Ecommerce
- User Experience
- Recruitment & HR
- Customer Experience
- Real Estate
- Marketing
- Sales
- Retail & Merchandising
- Science
- Supply Chain Management
- Future Of Work
- Consulting
- Writing
- Economics
- Artificial Intelligence
- Employee Experience
- Healthcare
- Workplace Trends
- Fundraising
- Networking
- Corporate Social Responsibility
- Negotiation
- Communication
- Engineering
- Career
- Business Strategy
- Change Management
- Organizational Culture
- Innovation
- Event Planning
- Training & Development