Progress
Town Scene proc-gens a grid, including randomly placed stairs tile
Stairs tile is replaced by Stairs Scene
Next: add collider for scene transition to Dungeon
Linear Memory (WIP), variations on a theme... exploring the terrain. Impressed by the resulting complexity, considering the simplicity of the system/setup...
In this time of LLMs it's nice to remember that some of us have been getting computers to tell bad stories for decades. Here's my entry for the very first #NaNoGenMo in 2013, a novel called "Aggressive Passive" about a bunch of housemates bickering over who's going to do the chores. You can reload to get a brand new one. #FlashbackFriday#procgenhttps://aaronareed.net/if/NaNoGenMo13/generate.html
I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation, but I've slightly offset it based on world X position to make it look like the breeze travels across the screen. There's also a minor variation in sway amount. What do you all think?
It took 2 days and I'm exhausted BUT thrilled to have procedurally generated farmland😸☀️🌻 this is an environment I've wanted to do for years and it's a big part of creating the #Meadowfell feeling. #Wilderless#openworld#procgen#farms#indiegame
Learn how to make your own bitfield procedural art generator. We start by converting simple mathematical formula into images, then progress into teaching the computer how to generate its own formulas!
LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year.
Here's a visualization of how the paths going through the landscape is build up in multiple layers, with higher ones depending on lower ones. This is how I can generate highly contextual features (like paths based on path-finding) that seamlessly cross chunk boundaries. #ProcGen
Here's another layer visualization of how I'm using my LayerProcGen framework in my game, trying out the various camera orbit options and visualization toggles I just implemented.
Ultimately I need to be able to record this into an AnimationClip I can edit instead of editing options in real-time. This is ultimately for a video about the LayerProcGen system, and also for use in documentation of it. #ProcGen
I also tried replacing the large scale Perlin noise with Ridged Multifractal noise. It does create a more "classic mountain" feel and perhaps looks more epic in the distance, but somehow I don't get as much of an urge to explore this landscape. Which one do you prefer? #ProcGen
A pretty archipelago caused by a hotspot. More work is needed (cough fixing frustum culling cough) but I thought these looked too nice not to share. #gamedev#indiedev#procgen
Everything Procedural Conference 2024 at Breda University is one month away 15-19 April!
Myself and Olly Lawson are going to be there representing Apparance and would love to meet all you like-minded folks. #EverythingProc#BuasGames#ProceduralGeneration#ProcGen#GameDev
Tickets booked for Everything Procedural conference in Breda on April 18-19!
First time for me there. While I imagine it's tiny compared to the general gamedev conferences I've been to, it's so much more focused on my interests, so I'm excited. #ProcGen
I recently managed to increase the draw distance of my generated terrain more than 3x, from 0.6-0.9 km to 2.0-2.9 km.
I knew I'd need to use larger, lower detail terrains in the distance to manage this, but had dreaded it. I feared it would require a major refactor of my generation system, which for each generation layer supports only chunks of the same size. But one night I got an idea for how to make it work in a simple way, and got it working the next day. 1/n #ProcGen#GameDev