Procedural
17 posts
- Walking Your Own World in VR
Stepping inside the generated world on a Meta Quest 2: head-relative walking, teleporting, a comfort vignette, and a fly mode for seeing it from above.
- Make It Beautiful
The single design rule the whole project was built around, and the practical decisions that followed from taking "make it beautiful" literally.
- Music That's Never the Same Twice
Generating gentle ambient music at runtime from a pentatonic scale — and why that choice of scale means it can't really play a wrong note.
- Light in the Dark
Warm lamp posts along the roads, fireflies over the meadows, and windows that glow — the lights that make a dark world feel cosy instead of empty.
- Golden Hour on Demand
A procedural sky that runs from day through sunset to a dark, starry night, plus the fog and post-processing that give every world a consistent, art-directed look.
- Wind You Can See
Making grass and plants sway by bending each blade in the vertex shader, based on its height and position plus a global wind the weather controls.
- A Field of Grass Without Melting Your GPU
Drawing tens of thousands of grass blades is fine if you do it in one batch and only near the player — the two ideas that keep the grass cheap enough for VR.
- Cottages from Scratch
Generating endless cottages from a handful of parameters: walls, one of four parametric roof types, a door, and windows that light up at night.
- Schools of Fish That Think as One
The boids algorithm: three simple rules each fish follows on its own add up to a school that moves, turns and scatters as a group.
- Butterflies That Wander
Slow, erratic, ground-hugging flight and the occasional rest — the small ambient detail that makes a meadow feel inhabited.
- Building a Bird from Boxes
A flying bird, with no model: a body, two flapping wings and a tail made from simple shapes, plus a bit of steering and banking to make the motion read.
- Making Water Look Wet
A flat surface reads as water once you add a few things: moving waves, a colour that deepens with depth, foam at the shoreline, and brighter reflections at grazing angles.
- Roads That Follow the Land
Connecting the houses with a road network that winds around hills instead of going straight over them, using a minimum spanning tree and A* pathfinding.
- How Rivers Find Their Way
Rivers are placed by simulating water running downhill: filling in pits so everything drains to the sea, then tracing flow from the high ground down.
- Painting the Land: Biomes with Voronoi
Scattering a few seed points and assigning every spot to its nearest one — a Voronoi diagram — divides the map into biomes, with soft edges so they don't seam.
- Mountains from Noise
How a grid of smooth random numbers — Perlin noise — becomes terrain, and the handful of parameters that turn it into hills, plains or mountains.
- Procedurally Generated VR Worlds, Built with Claude Code
An overview of a procedurally generated VR world built in Godot, and an index of the posts that explain how each part works.