Procedural Generation
Algorithms that create structured content from rules and randomness.
Procedural generation algorithms build textures, terrain, layouts, or patterns from compact rules instead of hand-authored data.
Perlin Noise
Generates smooth random-looking variation over space.
Simplex Noise
Generates coherent noise using simplex-shaped grid cells.
Wave Function Collapse
Generates layouts by repeatedly choosing low-uncertainty cells and propagating constraints.
Binary Space Partitioning Dungeon Generation
Builds dungeon rooms by recursively splitting space into partitions.
Cellular Automata Cave Generation
Creates cave-like maps by smoothing random grids with neighbor rules.
Diamond-Square Algorithm
Generates fractal height maps by alternating square and diamond averaging steps.
Domain Warping
Distorts sampling coordinates with another noise field before evaluating procedural patterns.
Drunkard's Walk
Generates paths or caves by moving a random walker through a grid.
Fractal Brownian Motion
Layers noise at multiple frequencies to create richer natural variation.
L-System
Generates structures by repeatedly rewriting symbols with grammar rules.
Worley Noise
Generates cellular patterns from distances to nearby feature points.
Value Noise
Creates smooth noise by interpolating random values stored on a grid.
Ridged Multifractal Noise
Builds sharp ridge-like terrain by inverting and layering noise octaves.
Hydraulic Erosion
Shapes terrain by simulating water carrying and depositing sediment.
Thermal Erosion
Smooths steep terrain by moving material from unstable slopes to lower neighbors.
Space Colonization Algorithm
Generates branching structures by growing toward nearby attraction points.
Reaction-Diffusion
Creates organic patterns by simulating chemicals that spread and react on a grid.
Gradient Noise
Generates smooth noise by interpolating dot products with random lattice gradients.
Midpoint Displacement
Generates rough terrain or curves by recursively displacing midpoints.
Voronoi Terrain Generation
Builds terrain regions from distances to seed points or Voronoi cells.
Markov Chain Text Generation
Generates text by choosing each token from probabilities conditioned on recent tokens.
Grammar-Based Generation
Generates structures by expanding grammar symbols into rules.
Constraint-Based Generation
Generates content by searching for assignments that satisfy design constraints.
Poisson Disk Object Placement
Places objects with a minimum spacing so distributions look natural but not clumped.
Fault Formation Terrain
Creates terrain by repeatedly raising one side of random fault lines.
Tectonic Plate Terrain Generation
Generates large terrain features from simulated plate regions and interactions.
Diffusion-Limited Aggregation
Generates branching clusters by letting random walkers stick to an existing structure.
Shape Grammar Generation
Generates geometry by repeatedly applying spatial rewrite rules to shapes.
Wave Function Collapse Overlapping Model
Generates grids by enforcing local pattern compatibility learned from overlapping examples.
Simple Tiled Model
Simple Tiled Model uses rules, noise, or constraints to synthesize repeatable generated content.
Recursive Backtracking Maze Generation
Recursive Backtracking Maze Generation uses rules, noise, or constraints to synthesize repeatable generated content.
Prim Maze Generation
Prim Maze Generation uses rules, noise, or constraints to synthesize repeatable generated content.
Kruskal Maze Generation
Kruskal Maze Generation uses rules, noise, or constraints to synthesize repeatable generated content.
Growing Tree Maze Algorithm
Growing Tree Maze Algorithm uses rules, noise, or constraints to synthesize repeatable generated content.
Perlin Worms
Perlin Worms uses rules, noise, or constraints to synthesize repeatable generated content.
Agent-Based City Generation
Agent-Based City Generation uses rules, noise, or constraints to synthesize repeatable generated content.
Road Network L-System
Road Network L-System uses rules, noise, or constraints to synthesize repeatable generated content.
Wang Tiles
Generates tiled patterns by matching edge colors between neighboring tiles.
Truchet Tiles
Generates decorative patterns by rotating or selecting simple tile motifs.
Heap's Algorithm
Generates permutations by recursively swapping elements.
Steinhaus-Johnson-Trotter Algorithm
Generates permutations so adjacent outputs differ by one adjacent swap.
Bitmask Subset Enumeration
Enumerates subsets by treating integers as bit masks.