Generating 3D Maps with Procedural Generation

3D Procedural Generation and Its Challenges

3D procedural generation is a powerful tool that allows for the creation of dynamic virtual environments. However, it is not without its challenges. These include unpredictability and computational complexity.

Traditional modeling excels at creating detailed models with precision and nuance, while procedural generation excels at generating large-scale, repetitive patterns efficiently. Therefore, a hybrid approach is often necessary.

Visually appealing

Procedural generation can be an attractive and cost-effective way to create visually appealing game worlds. It can also reduce development resources, allowing small teams to deliver large games with diverse content. It can even create dynamic game worlds that change and adapt in real time.

However, procedural generation has some disadvantages. If not carefully crafted, it can create monotonous or boring environments. For example, a randomly generated maze may be too long and uninteresting to play. Or, if the player is extremely lucky at the start of a game, it could make the game easy to complete without any challenge.

A popular technique for creating procedural content is to use a seed value as the starting point. This is an initial number that feeds into the algorithm, ensuring consistency and allowing players to share unique game worlds. For instance, the developers of the game Astroneer used a seed to create the landscape around the player’s home base, while relying on another algorithm to generate the finer details such as rivers and wildlife.


Procedural generation (also known as “procgen”) is a process of creating data algorithmically instead of manually. This saves time and money while allowing artists to focus on more creative tasks. It can also produce a wide variety of unique results.

Procgen is also a great choice for games that need to have large amounts of content. For example, a 3D first-person shooter with a procedural world fits into a 96kb executable, compared to a 400mb game that uses all of its own assets.

While procedural generation offers many benefits, it can sometimes lack the detail and precision that is available through traditional modeling. Fortunately, there are ways to balance this dilemma. For instance, designers can create prototypes and rough drafts of their assets using traditional modeling before implementing them with a procedural generator. This allows artists to achieve the perfect blend of visual control and artistic variety. The result is a more interesting and engaging game world.


Procedural generation is a powerful tool that can be used to create a wide variety of assets. However, it can also present a number of challenges. These hurdles can range from the unpredictability of generated results to the computational demands required to generate high-quality assets. To overcome these challenges, it is important to approach procedural asset generation using an iterative methodology. This will allow artists to develop a better understanding of the parameters that lead to a desired aesthetic.

While most people associate procedural generation with game terrains and landscapes, it is a very versatile technique that can be used to create many other types of content. It can be used to generate textures, characters, objects, quests, and even narratives.

One example of this is rogue-like games that use procedural generation to create unique dungeons. These dungeons are created from a set of rules that determine the locations of rooms and their connectivity with passages. Another example is Elite Dangerous, which uses procedural generation to simulate a galaxy of star systems and planets that the player can travel between.


Unlike traditional modeling, which requires direct control over every vertex and surface, procedural generation produces models that are iterative. This allows artists to adjust a model’s characteristics quickly and accurately. For example, a model for a tree can be adjusted by changing its shape and size or by altering the number of branches or leaves. This method can also be used to create complex patterns and environments efficiently.

The demand for huge and realistic virtual worlds is growing, especially in computer games, movies and simulations. However, creating such landscapes manually is a time-consuming and expensive task. Therefore, (semi-)automatic methods are needed to reduce the amount of manual work.

This paper presents a technique for procedually generating 3D maps using a set of premade meshes that snap together based on designer-specified visual constraints. This approach avoids size and layout limitations, and offers the designer control over the look of the generated map as well as immediate feedback on a given map’s navigability.

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Building Procedurally in Unity: Techniques for generating diverse structures, materials, geometry, objects, and animations.

Learn Unity Procedural Building

Learn to build procedurally using the Unity game engine. Various techniques will be used from algorithms that work through the process of collapsing grid placements to generating street blocks with diverse building prefabs.

Procedural materials take up less storage space than bitmap textures but must be “baked” during the build process in order to run smoothly. They can however expose variables that can be changed at runtime to offer many variations.

Procedural Materials

Procedural materials are custom scripts that generate textures. Each one has a set of properties that expose variables that can be changed at runtime in much the same way as standard Unity shaders.

These variables can be used to vary the output of the material – for example changing how many courses bricks are in a wall or how dark the mortar is. This allows for infinite variations in a single material.

Procedural textures also tend to take up less space in storage than bitmap images. This can help reduce download times for online games.

Unity provides an easy-to-use scripting interface for creating procedural materials called Substance. This is a industry standard tool from Allegorithmic that is also used in other 3D modeling applications (check out their Asset Store 8 FREE Substances package). There are also a number of procedural texture packages available for sale on the asset store. They can be purchased individually or as a pack and are ideal for getting started.

Procedural Geometry

Rather than building 3D meshes by hand using art software, procedural geometry is modelled in code. It can be computed at runtime (like in the example above where the bridge is generated based on elapsed game time), at edit time (using a script or tool inside the 3D art software) or at build time by using a physics engine.

The BP function that generates the rock is structured slightly differently than the one that generated the plane; instead of allocating and releasing its own computed mesh it takes an existing mesh as an argument and uses a filter to transform it (scale, translate, rotate). It also applies a noise function to the result, which gives the surface a smeary look similar to what you might get when blending two photographs together.

Creating a large building using a procedural system can be tricky because you have to consider collisions between the walls, floors and roofs. Unity includes a feature called ProGen that helps with this.

Procedural Objects

Procedural objects are a class of Unity object that can be generated in various ways. Using these types of objects can help developers to build more complex worlds quickly. For example, a designer might want to create a variety of different tree models for use in a video game level. To do this, the developer can create an “imperfect factory” that generates many similar trees based on a set of deterministic parameters and a random seed.

Most Unity games feature procedurally generated buildings. Examples include Naked Sky’s RoboBlitz that used a custom grid system to maximize content in a less than 50MB downloadable file for the Xbox Live Arcade and Will Wright’s Spore that uses a mix of themes and randomization to create an entire city, including streets, houses, and other structures. Also, many modern survival and open world games use procedural generation to produce a large variety of pixel- or voxel-based biomes. These are often then modified by the player to customize their experience.

Procedural Animation

Procedural animation is the process of automatically generating animation in real-time. It is used to create particle systems (smoke, fire, water), cloth and clothing, rigid body dynamics, hair and fur dynamics, and even character animation.

In the past, animators would create walk cycles manually using a technique called keyframing. This method involves drawing major frames that show prominent changes in the character’s position. The computer then fills in the rest of the frame with smooth interpolation.

In this video we demonstrate how to use Unity’s built in procedural generation system to create a city in your game. This includes generating intersections, bridges, rivers and city blocks with diverse building prefabs. The system also uses a shader to fade buildings that block the player’s line of sight. This helps to make the world feel more realistic and immersive.

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The Power of Procedural Generation

What Are the Different Types of Procedural Generation?

Procedural generation is often associated with video games that use an algorithm to generate content instead of the game developer hand crafting it. This is a technique that has become popular among indie developers because it allows them to create a large amount of game content on a limited budget and time-frame.

Video Games

Many games use procedural generation to create unique gameplay experiences. It’s particularly useful for games that have a lot of content, as it can save developers time and money by generating levels on the fly instead of constructing them manually. It also makes the game less memory-intensive, as the game doesn’t need to store every object or texture.

One of the biggest uses of procedural generation is in games like Minecraft and Terraria. These games have immense replay value because the game’s world constantly changes each time it’s restarted.

Similarly, platformers like Spelunky use procedural generation to create different levels for each playthrough. This can add a sense of mystery and exploration to the game, as players never know what they’ll encounter next. This type of algorithm can even help games adjust their difficulty to individual player skills. This is a feature that might be seen more often in the future, as developers look for ways to make games feel more personalized.


In films, procedural generation is often used when it’s necessary to generate a large number of nearly identical objects. For example, if a movie needs to show a warehouse full of different types of merchandise or an army of soldiers marching through a valley, an algorithm can quickly and cheaply create many similar examples.

An example of this is MASSIVE, software developed to generate the huge armies in Peter Jackson’s Lord of the Rings movies. MASSIVE was able to model fighting armies much faster than it would have been possible for the film’s VFX technical directors to do by hand.

Procedural generation is also sometimes used in the loot systems of Rogue-like games, where new weapons and equipment are generated for players based on their performance during quests and other random factors. This type of system helps to keep players on their toes and prevents the game from becoming too easy by introducing new obstacles and challenges at regular intervals.


Procedural generation in video games allows the computer to make things instead of having an artist do them manually. This can apply to textures and 3D models as well as entire worlds for a game. Some examples of this are Diablo and Minecraft, where new levels or artifacts are generated as you play.

This type of programming can also be used to generate animations for characters. This reduces the reliance on hand-crafted animation and may give the character a more unique look. Moreover, it can allow developers to add more movement options without the need for lengthy animation sessions.

This method of programming can be found in early video games like Rogue, which is considered to have started a new genre of video games known as rogue-likes. These games use algorithms to generate dungeons and the environments around them. More recent games such as No Man’s Sky use similar techniques to generate planets and wildlife.


A procedural generation technique that allows the player to experience new levels and encounters when they start a new game. This is often used in games that are designed to be extremely difficult and require a high degree of skill from the player.

In roguelikes, permadeath and procedural generation aren’t just features; they’re the genre’s beating heart, propelling it into the spotlight as a unique gaming experience where unpredictability meets consequence. These mechanics help make each playthrough feel like a fresh start, with every decision and challenge carrying its own weight and depth.

While this approach is great for roguelikes, it won’t work for every game. For instance, players might not want to be forced to restart a game after each fatal misstep, which could make the process seem monotonous. Luckily, some developers have found ways to mitigate this issue, such as increasing the number of monsters encountered on each reload or allowing the player to choose which level they want to begin at.

Procedural Building Generator: Easy-to-use, customize, export, and maintain buildings in Unreal Engine 5.2.

Procedural Building Generator For Unreal Engine 5.2

Procedural generation is used in many games to maximize the content of a game world. This allows for a variety of different playthroughs and provides the player with a more interesting experience.

This tutorial will use Unreal Engine’s Geometry Script plugin and Blueprint graph to generate buildings. This is a great way to learn how to use PCG, and it works on both Windows and Mac.

Easy to use

Procedural building generator is an easy to use tool that allows artists to quickly create buildings with a consistent design language. This tool is based on a spline-based algorithm that allows the artist to fully control the shape of a building using curves. It also allows for customization of the placement of pillars, rooms and the courtyard using value ranges. It also allows for instancing wooden support beams and decals on the walls.

The procedural building generator can be used in both interactive and non-interactive environments. It is easy to use and customize, but can be difficult to maintain. For example, the system can become unstable or slow when the number of generated objects is large. This is a common issue in procedural systems, and there are several ways to address it.

In this tutorial, we will explore a method for creating procedural buildings in Unreal Engine 5. This technique is simple to learn, but can be expanded to include more complex structures and materials.

Easy to customize

With the release of Unreal Engine 5.2 came the new Procedural Content Generation framework. This new tool allows the creation of a wide range of different types of environments with minimal user input. It’s also a great tool for interactive installations, where core content can be generated on a regular basis.

The system is flexible enough to accommodate different building types, from medieval to futuristic. It uses a modular building system that includes standardized modules and a construction blueprint that automatically spawns them. The resulting buildings are then textured with random variation. The system is also capable of generating trees, sand and grass.

It can also generate rocky cliffs based on Megascan models. These can be placed along the ravine and can be integrated with the procedural building. It can also spawn debris, plants and ivy to add to the overall look of the building. This can be easily customized to match the art direction of the project.

Easy to export

Using procedural content generation allows you to create environments without spending time modeling and texturing. This can save you a lot of time and effort, especially when working with large projects. Moreover, it can be used to create different variations of an object that will look realistic. This technique is also commonly used in film to create visual effects.

The PCG Graph will be familiar to anyone who has worked with material or blueprint graphs in Unreal Engine, and it can be modified at runtime. For example, you can use the Profiler Window to quickly detect nodes that take up a lot of time. Then, you can adjust the parameters to make the code more efficient. For example, you can reduce the number of iterations or the maximum loop count. This will improve the performance of your system. In addition, you can use a cache to store the results of previous iterations. This can significantly reduce the amount of memory needed for each iteration.

Easy to maintain

Using a procedural building generator is a great way to create buildings quickly. It is a big time and effort saver, and it allows you to focus on the aesthetics of your level. It can be used with custom or marketplace meshes, and it can support a wide variety of architectural styles.

The code is written in a BP Function, which makes it easy to run the algorithm in-editor or in-game. It also avoids dependencies on other actors, which is often a problem with construction scripts.

The PCG Graph will look familiar to Unreal Engine developers, as it uses the same node-based functionality as material and blueprint graphs. This makes it a powerful tool for level design and content creation, and can be used to produce anything from cityscapes to complex architecture. PCG is also highly scalable and supports multiple resolutions. It is especially well suited to high-resolution graphics. Moreover, the PCG Graph is easy to maintain and provides a high level of developer control.

Creating Buildings with Procedural Building in Unreal Engine 5

Procedural Building in Unreal Engine 5

A procedural building is a set of rules that generates the shape of a virtual structure. This method is used in a number of applications, including the creation of buildings, landscapes, and more.

Many development efforts aimed at ruins’ virtual reconstructions in full VR environments have relied on this methodology. However, addressed approaches tend to be time consuming and oriented towards squared/rectangular shapes.

How it works

Basically, the building system works on a volume of a mesh, and it uses a set of rules to decorate the mesh. The rules work by extracting rectangular regions of the face of the building, and then using a library of feature meshes (such as doors and windows) to fill those regions.

Procedural buildings also allow you to use complex shapes. For example, you can take a character mesh like Suzanne and drag-and-drop a Preset on it. This will make PBG 2 create a building out of the mesh. PBG 2 is also a lot faster than its predecessor, and offers more functionality, such as simulations.

It is recommended to group building volumes together for performance reasons. You can do this by assigning the same Base property to several volumes or using the context menu ‘Group Buildings’. StaticMeshActors that are attached to ProcBuildings automatically have their Base property set to the ProcBuilding’s default value. This can be disabled with the bDisableAutoBaseOnProcBuilding property on the StaticMeshActor.

Creating a ruleset

A ruleset is a collection of rules that help you organize business logic into a set of related functions. This allows you to distribute the same rules to multiple applications at once and avoid duplicate rule processing. A ruleset can also be used to manage parameters that are exposed in building mesh Materials. This can be useful for tinting walls on a per-building basis, for example.

A ruleset can be saved to a file, exported for use in another project, or deployed to a deployment. However, the ruleset must pass validation before it can be used in a deployment.

To create a new ruleset, select the New Ruleset option in the Workspace view toolbar. Then enter a name for the ruleset. The ruleset name must start with a letter and can include letters (a to z and A to Z), numbers (0 to 9), the following characters: “,”, “-“, “_”,””, “:”, and “/”. The rule must have a valid description and a definition.

Using a ruleset

Procedural Buildings work on the level of meshes, and so can be modeled using standard geometry nodes. This gives it more flexibility than traditional procedural modeling, and can be used to build a range of different buildings in the same package. This new method also allows designers to easily change the color of a building’s walls, or add a variety of windows and trim to the same structure.

Rulesets provide a unit of sharing for rule sets; rules are grouped into a set and executed based on the conditions in a given rule set. These conditions include the rule preconditions and exit conditions, and may be manipulated through a ruleset stack.

Some rules can even be re-run after the current building generation, which is useful in cases where the exit conditions for the previous run are not met. This is referred to as restarting the ruleset, and it can be enabled by setting the “Restart Ruleset” option.

Creating a building

Procedural building is a new feature in Unreal Engine 5 that lets you create buildings using a simple set of rules. It works on a mesh, and updates in real time. This can save a lot of time over modeling a building by hand. It also allows you to change your style at any time.

It uses a combination of simple shapes to define the building layout, and a library of feature meshes (doors, windows, columns etc.) to decorate it. It can even generate LOD textures for each of these. It is an exciting new technique that could be used for a wide range of applications, including maps.

The system can easily handle large buildings. Its main advantage is that it combines the benefits of procedural design with an object-oriented approach. It is a great tool for game developers who want to add buildings to their environments without having to manually model them by hand.

Effortless Building Generation in Blender

Procedural Building Generator Blender Free Download

You can make use of this addon for making any type of buildings. It features a wide variety of building styles inspired by various historic architectural styles. The addon is free to use and doesn’t require any credit.

Another great feature is its ability to integrate with a city layout and street plan, ensuring cohesion and consistency. It also comes with a huge library of PBR materials.


PBG 2 is a new tool from 3D artist and Blender enthusiast Isak Waltin, and it acts as a reworked version of his original Procedural Building Generator. Powered by Geometry Nodes, the new tool allows users to create buildings using pre-sets, with a single drag and drop.

It also offers more functionality than the original Procedural Building Generator, such as support for different styles on the top and bottom floors of a structure. Additionally, PBG 2 has experimental support for deforming meshes, which can be used to add cloth simulations and armatures to buildings.

In this episode of Minecraft Hardcore, PBG is forced to kill himself because of the severe lag he’s experiencing. He goes to a Nether stronghold with Jared, and while he tries to escape, a blaze knocks him into a ravine, and he is killed by a Creeper. This makes him the sixth person to die in this season. Despite this, the group manages to finish the house and spend the night in it.

Urbaniac Building Generator

A game-changing addon that effortlessly converts your meshes into captivating buildings in a range of architectural styles. From old huts to mediaeval structures and apartments, Urbaniac Building Generator will transform your scene in minutes.

This addon is based on the geometry nodes system, allowing you to customize the buildings’ shape and appearance. It also comes with a selection of building materials for different architectural styles. It is suitable for any scene, including sci-fi, medieval, post apocalyptic, and ruined scenes.

It is compatible with Cycles and EEVEE, as well as a variety of render pipelines. Users can even control the lights of all the elements in their scenes from the integrated UI.

It features a number of semi-procedural materials that can be used for street lamps, sign posts and more. These include 12K pavements, smart metals, retroreflectors and more. It is also possible to add a variety of different effects such as snow, wet surfaces, and animated raindrops to all the elements.


Procedural building generator blender free download is a 3D addon that streamlines the modeling process. It allows users to generate buildings of any shape and size with a few clicks. The addon also offers options to customize the style of a building and its facade details.

The addon uses Blender’s Geometry Node to effortlessly create a range of buildings. It allows users to input various elements, including doors, windows, and panels, which will be procedurally distributed across a simple mesh. It also has a feature that lets users assign a material to a face and then spawn objects from a collection on it.

The addon comes with a wide variety of styles, from makeshift huts to medieval houses and even New York skyscrapers. It features a unique balance between automation and manual control, which makes it perfect for any architectural project. It can even generate interior layouts and stairs. It can also implement rule-based systems to generate specific styles and design constraints.

Procedural Building Generator

A tool that creates buildings procedurally, with the option to customize parameters like architectural style and facade details. It also allows users to generate high-resolution textures for buildings, ensuring that they look realistic and natural. The tool can also be used to generate interior layouts for buildings, allowing users to add rooms, corridors, and stairs.

This tool uses geometry nodes to convert existing meshes into buildings, and can be used to create entire cities. It can be easily integrated into existing scenes, and works with any architectural style. It also supports many types of materials, including masonry and concrete.

Procedural building generation is a popular feature in video games, and it can create worlds that reflect real-world environments. For example, the game Minecraft creates its world based on rules that specify terrain, buildings, and other features. In addition, some commercial software with procedural building generation includes ArchiCAD and Revit.