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These demonstrate procedural content generation techniques, primarily using the _Grasshopper.Procedural_ library.
- [ ] Simple procedural landscape
- [ ] Endless "chunked" procedural landscape
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Improvements needed:
- Better understanding of Color and texture application
- Texture Application rewrite
- Terrain "features" and more randomization capability of worlds
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```
Procedural starfield. Possible (semi-procedural) solution: Layers of
repeated sparse noise texture. Threshold texel samples to sharpen stars.
```
Original issue reported on code.google.com by `fi…
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When I try to run the scene "ProceuduralRenderingScene .unity" in the Unity Editor, I just see a Cube rotating, but the procedural shapes are not drawn on it
![image](https://github.com/rive-app/ri…
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The procedural tanks by Procedural Parts are not recognized because they don't contain any RESOURCE node in their config file.
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Oh my gosh, folks, there's some great stuff out there. I'm going to list them all here. Feel free to contribute!
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### Describe the bug
If you use an optional (child) renderfragment in an optional (parent) renderfragment you get an compiler error (RZ9996).
### To Reproduce
https://blazorfiddle.com/s/rsf4nyc8
…
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Hey there. I know it's been a long time, but this is something that still bothers me.
On higher resolution monitors, the backgrounds are quite pixellated.
Also, the cube maps form a significant pa…
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# Abstract
Algorithms are sometimes used to generate things like maps, levels, puzzles or even stories for games. This is [procedural generation](https://en.wikipedia.org/wiki/Procedural_generation…