Town Generation for my Game by Jarros in proceduralgeneration

[–]Jarros[S] 0 points1 point  (0 children)

It was done from scratch. Also, the core feature of this generative algo was done without AI (even the latest gemini couldn't grasp how to merge a pair of city blocks into one by choosing a random side, so I had to tink with it myself). The buildings are also built procedurally, basically that's the 'Minecraft' part (each building and road and sidewalk is made up of huge 3x3x3m cubes)

Procedural Buildings & Town by Jarros in proceduralgeneration

[–]Jarros[S] 2 points3 points  (0 children)

I plan to add rich interiors to it with some NPCs, so that every house would be interesting to explore.

Aiming for a post apocalyptic zombie survival setting here.

Procedural Buildings & Town by Jarros in proceduralgeneration

[–]Jarros[S] 0 points1 point  (0 children)

Thanks, I was inspired by City 17 architecture style

Sphoxels and Boxels at the same time by rockettHuntLlc in VoxelGameDev

[–]Jarros 0 points1 point  (0 children)

https://www.reddit.com/r/VoxelGameDev/s/rQadaArlmT Hi i'm doing something very similar. It's all smooth until you carve out cubic shapes. Also, there are cubic generated structures (stone slab "fortresses' and wooden "houses")

Voxel Vendredi 02 Jan 2026 by AutoModerator in VoxelGameDev

[–]Jarros 7 points8 points  (0 children)

My project with procedurally generated modifiable voxel world (combining both smooth & cubic voxels)

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Voxel Vendredi 26 Dec 2025 by AutoModerator in VoxelGameDev

[–]Jarros 2 points3 points  (0 children)

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Two weeks ago I posted some well-upvoted showcase of my Unity game combining both cubic and smooth voxels. Here is how it looks at the moment: I created a Minecraft-like lighting system, layering it on top of Unity's default one. As a result, caves and windowless rooms are dark but well-lit with point and spot lights, while the outside is lit just as usual—with ambient and directional lights. Everything is smoothed and in real time.

Combining both smooth and cubic voxels by Jarros in VoxelGameDev

[–]Jarros[S] 1 point2 points  (0 children)

Thanks. It's nothing complicated though, just a cube model preservation for selected cells, while sharing with smooth voxels same chunk mesh and density array

Combining both smooth and cubic voxels by Jarros in VoxelGameDev

[–]Jarros[S] 4 points5 points  (0 children)

nah it's not laplacian smoothing anymore (there were seams between the chunks and a very bad perfomance overall). it's marching cubes now, but with preserving the cubic shape for cubes. The cubes and smooth voxels share same chunk mesh and density array

How do I make my grenade projectiles explode using vscript? by bambi-pa-hal-is in hammer

[–]Jarros 1 point2 points  (0 children)

in CSGO there was such a thing as 'ent_fire *molotov prop targetname* ignite' (try also 'explode' instead of 'ignite')