ArmouredWizard, to gamedev
@ArmouredWizard@dice.camp avatar

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

toxi, (edited ) to generative
@toxi@mastodon.thi.ng avatar

Linear Memory (WIP), variations on a theme... exploring the terrain. Impressed by the resulting complexity, considering the simplicity of the system/setup...

(edit: update tags for organizing)

aaronareed, to random
@aaronareed@mastodon.gamedev.place avatar

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 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. https://aaronareed.net/if/NaNoGenMo13/generate.html

LBdN, to random

Ah. My project got cancelled and my team laid off. So If you're looking for a senior/lead programmer, I have more time to talk now... 😅

ArmouredWizard, to gamedev
@ArmouredWizard@dice.camp avatar

So, I've got a Map Generator, I've got a Player, with 1st-Person camera...
Now what?

image/png

ArmouredWizard, to godot
@ArmouredWizard@dice.camp avatar

Using Prim's algorithm to make a Minimum Spanning Tree cuts down the number of corridors, and reduces loops.

jargon, to gamedev
@jargon@mastodon.gamedev.place avatar

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?

Low poly trees on a procedurally generated hex-based terrain gently swaying in the wind. Super chill and nice to watch :)

protopop, to random
@protopop@mastodon.gamedev.place avatar

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 feeling.

video/mp4

timClicks, to rust
@timClicks@mastodon.nz avatar

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!

https://youtu.be/BxxUPdiBjkc

timClicks, to rust
@timClicks@mastodon.nz avatar

Today's a heavy day. To give everyone the chance to have an interesting distraction, I'll be showing you how to create a procedural art generator during a live coding session: https://www.youtube.com/live/KGIGbU6dDFE?si=Ku67CJRCEOvQZpDP

It'll be a small clone of Bit Art Bot @bitartbot. I hope that you like it!

runevision, to random
@runevision@mastodon.gamedev.place avatar

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.

Check out the documentation work in progress and let me know if you have questions!
https://runevision.com/tech/layerprocgen/documentation/

Video showing terrain with debug visualizations appearing, show locations and how they're connected. The camera then zooms out and shows various data layers visualized under the terrain.

runevision, to random
@runevision@mastodon.gamedev.place avatar
runevision,
@runevision@mastodon.gamedev.place avatar

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.

Visualizations of different data layers stacked on top of each other, first from a side angle and later from above so the corresponding data in different layers line up.

runevision,
@runevision@mastodon.gamedev.place avatar

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.

Video hovering over a big landscape, then zooming out and exploring visually represented data layers below the landscape.

runevision, to random
@runevision@mastodon.gamedev.place avatar

Don't think I need these particular mountain generation techniques, but damn, that's one of the most polished niche explainer videos I've seen.
https://www.youtube.com/watch?v=gsJHzBTPG0Y

runevision, to random
@runevision@mastodon.gamedev.place avatar
runevision,
@runevision@mastodon.gamedev.place avatar

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?

The camera is flying over a virtual terrain of mountains partially covered in trees. The mountains form more pointy ridges than in the previous video.

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

New blog post is up, about generating finer details on top of the coarse world map. https://frozenfractal.com/blog/2024/3/25/around-the-world-13-zooming-in/

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

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.

ga5p0d3, to ProceduralGeneration
@ga5p0d3@mastodon.gamedev.place avatar

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.

runevision, to random
@runevision@mastodon.gamedev.place avatar

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.

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

Clearly, something in my interpolation routine is... not quite working as it should.

runevision, to gamedev
@runevision@mastodon.gamedev.place avatar

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

Flying over terrain at 50 m height at 100m/s, with swoosh sounds when terrain features rush by. Tree coverage change appearance slightly as trees get closer. Then a clip showing the quadtree-like structure of the terrain chunks from above. Then more flying, diving down to 20 m height.

problem, to godot
@problem@mastodon.gamedev.place avatar

Getting there! This thing is spitting out some really nice islands now.
Guess I should add some basic gameplay next?

esther_alter, to python
@esther_alter@mastodon.social avatar

I'm giving a talk at @pycon about pygame game development and why sometimes Python is the best language for making a game. Friday, May 17.

https://us.pycon.org/2024/schedule/presentation/76/

konstantinosd, to retrogaming
@konstantinosd@mastodon.gamedev.place avatar

Murder on the Zinderneuf remains a very cleverly designed and very atmospheric procedurally generated mystery game. You can play it online here: https://archive.org/details/msdos_Murder_on_the_Zinderneuf_1984

(the manual will come in handy: https://archive.org/details/agm_Murder_On_The_Zinderneuf/mode/2up)

  • All
  • Subscribed
  • Moderated
  • Favorites
  • JUstTest
  • kavyap
  • DreamBathrooms
  • thenastyranch
  • magazineikmin
  • tacticalgear
  • cubers
  • Youngstown
  • mdbf
  • slotface
  • rosin
  • osvaldo12
  • ngwrru68w68
  • GTA5RPClips
  • provamag3
  • InstantRegret
  • everett
  • Durango
  • cisconetworking
  • khanakhh
  • ethstaker
  • tester
  • anitta
  • Leos
  • normalnudes
  • modclub
  • megavids
  • lostlight
  • All magazines