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#procedural — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #procedural, aggregated by home.social.

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  1. a fairly basic vertical wall run

    the foot sliding on the way down is faked by performing the run cycle really fast with foot lift/step size set to 0

    needed to update the foot controller to support fully 3D movement/turning directions

    #gamedev #procedural #animation

  2. almost implemented full upwards ladder use, still some jank remains

    need to start thinking about what to do next - there are lots of features that could be added but different games need very different subsets

    #gamedev #procedural #animation

  3. added hand positioning to the ladder code

    figured I'd share timings with footsteps to make things simple

    can still animate hand repositioning and steps over subranges of the master transition range in case I want to get rid of the overlap

    it's hard to notice in this video but people normally don't release more than one limb at a time on ladders, otherwise having only 2 touchpoints would create an unwanted axis of rotation

    #gamedev #procedural #animation

  4. added hand positioning to the ladder code

    figured I'd share timings with footsteps to make things simple

    can still animate hand repositioning and steps over subranges of the master transition range in case I want to get rid of the overlap

    it's hard to notice in this video but people normally don't release more than one limb at a time on ladders, otherwise having only 2 touchpoints would create an unwanted axis of rotation

    #gamedev #procedural #animation

  5. added hand positioning to the ladder code

    figured I'd share timings with footsteps to make things simple

    can still animate hand repositioning and steps over subranges of the master transition range in case I want to get rid of the overlap

    it's hard to notice in this video but people normally don't release more than one limb at a time on ladders, otherwise having only 2 touchpoints would create an unwanted axis of rotation

    #gamedev #procedural #animation

  6. basic falling landing but due to procedural/sampled anim mix it's not that simple

    first, a (procedural) pose snapshot is created to blend to a looped fall animation

    after that, when landing:
    - another snapshot (of the fall animation) to blend to the procedural pose
    - copying the final foot transforms to the procedural ones
    - triggering a flag to force-calculate the pinned foot pose on the next frame
    - injecting velocity into the hip spring

    #gamedev #procedural #animation

  7. basic falling landing but due to procedural/sampled anim mix it's not that simple

    first, a (procedural) pose snapshot is created to blend to a looped fall animation

    after that, when landing:
    - another snapshot (of the fall animation) to blend to the procedural pose
    - copying the final foot transforms to the procedural ones
    - triggering a flag to force-calculate the pinned foot pose on the next frame
    - injecting velocity into the hip spring

    #gamedev #procedural #animation

  8. basic falling landing but due to procedural/sampled anim mix it's not that simple

    first, a (procedural) pose snapshot is created to blend to a looped fall animation

    after that, when landing:
    - another snapshot (of the fall animation) to blend to the procedural pose
    - copying the final foot transforms to the procedural ones
    - triggering a flag to force-calculate the pinned foot pose on the next frame
    - injecting velocity into the hip spring

    #gamedev #procedural #animation

  9. made a little state machine where it picks the leg with the furthest current-target distance (among many other clever things for edge cases) and takes a step

    #gamedev #procedural #animation

  10. made a little state machine where it picks the leg with the furthest current-target distance (among many other clever things for edge cases) and takes a step

    #gamedev #procedural #animation

  11. made a little state machine where it picks the leg with the furthest current-target distance (among many other clever things for edge cases) and takes a step

    #gamedev #procedural #animation

  12. a lot of hardcoded assumptions for now, just threw both feet onto the nearest step

    need to come up with a way to have consistent stepping while both moving and standing

    #gamedev #procedural #animation

  13. a lot of hardcoded assumptions for now, just threw both feet onto the nearest step

    need to come up with a way to have consistent stepping while both moving and standing

    #gamedev #procedural #animation

  14. a lot of hardcoded assumptions for now, just threw both feet onto the nearest step

    need to come up with a way to have consistent stepping while both moving and standing

    #gamedev #procedural #animation

  15. moved to positionless timing

    tried to keep the legs moving while standing still

    not exactly the behavior I was looking for but hey 🤷 it's something

    #gamedev #procedural #animation

  16. moved to positionless timing

    tried to keep the legs moving while standing still

    not exactly the behavior I was looking for but hey 🤷 it's something

    #gamedev #procedural #animation

  17. moved to positionless timing

    tried to keep the legs moving while standing still

    not exactly the behavior I was looking for but hey 🤷 it's something

    #gamedev #procedural #animation

  18. so far the foot controller's timing has been position-derived, which means that the time of the rest of the animation is figured out based on how far the pinned foot is on the movement direction axis relative to char.pos

    this has issues:

    - turning breaks the timing
    - smoothly blending to positionless timing is a pain (needed for e.g. marching in place or shifting weight while standing)

    so I'll be figuring out how to pivot to positionless timing for all of it

    #gamedev #procedural #animation

  19. so far the foot controller's timing has been position-derived, which means that the time of the rest of the animation is figured out based on how far the pinned foot is on the movement direction axis relative to char.pos

    this has issues:

    - turning breaks the timing
    - smoothly blending to positionless timing is a pain (needed for e.g. marching in place or shifting weight while standing)

    so I'll be figuring out how to pivot to positionless timing for all of it

    #gamedev #procedural #animation

  20. so far the foot controller's timing has been position-derived, which means that the time of the rest of the animation is figured out based on how far the pinned foot is on the movement direction axis relative to char.pos

    this has issues:

    - turning breaks the timing
    - smoothly blending to positionless timing is a pain (needed for e.g. marching in place or shifting weight while standing)

    so I'll be figuring out how to pivot to positionless timing for all of it

    #gamedev #procedural #animation

  21. made a rig out of the pieces I have so far to understand the weaknesses of having it be input-controlled

    - position-derived timing sucks
    - need to move feet when they stay too far back

    tip (unrelated to the video): apply mouse-controlled rotations directly to spring state to avoid a lot of ugly/illogical flapping around (the player character is meant to represent an embodiment of player's thoughts, acting with the same intent, instead of a player's puppet)

    #gamedev #procedural #animation

  22. made a rig out of the pieces I have so far to understand the weaknesses of having it be input-controlled

    - position-derived timing sucks
    - need to move feet when they stay too far back

    tip (unrelated to the video): apply mouse-controlled rotations directly to spring state to avoid a lot of ugly/illogical flapping around (the player character is meant to represent an embodiment of player's thoughts, acting with the same intent, instead of a player's puppet)

    #gamedev #procedural #animation

  23. made a rig out of the pieces I have so far to understand the weaknesses of having it be input-controlled

    - position-derived timing sucks
    - need to move feet when they stay too far back

    tip (unrelated to the video): apply mouse-controlled rotations directly to spring state to avoid a lot of ugly/illogical flapping around (the player character is meant to represent an embodiment of player's thoughts, acting with the same intent, instead of a player's puppet)

    #gamedev #procedural #animation

  24. added an animated mesh and working on arm posing

    the arm is an input pose + set of rotational springs (one for each joint) that also receive motion forces

    #gamedev #procedural #animation

  25. added an animated mesh and working on arm posing

    the arm is an input pose + set of rotational springs (one for each joint) that also receive motion forces

    #gamedev #procedural #animation

  26. added an animated mesh and working on arm posing

    the arm is an input pose + set of rotational springs (one for each joint) that also receive motion forces

    #gamedev #procedural #animation

  27. Je préfère vous épargner les publications LinkedIn clichées et stéréotypes générées par intelligence artificielle génératives : elles sont plus réalistes que les vraies. Un générateur procédural ferait aussi bien !

    #LinkedIn #Prompt #IntelligenceArtificielle #IAGen #Procédural .

  28. This thing is still kind of a mess but I'm having a great time working on it. 😍

    Cleaned up the base building generator today and found and fixed a problem with the way building data was passing along data for rooftops.

    Some buildings get rounded now, some buildings get a glowing rooftop, and there is a basic street traffic effect.

    #blender #blender3d #b3d #render #cycles #procedural #cyberpunk

  29. This thing is still kind of a mess but I'm having a great time working on it. 😍

    Cleaned up the base building generator today and found and fixed a problem with the way building data was passing along data for rooftops.

    Some buildings get rounded now, some buildings get a glowing rooftop, and there is a basic street traffic effect.

    #blender #blender3d #b3d #render #cycles #procedural #cyberpunk

  30. This thing is still kind of a mess but I'm having a great time working on it. 😍

    Cleaned up the base building generator today and found and fixed a problem with the way building data was passing along data for rooftops.

    Some buildings get rounded now, some buildings get a glowing rooftop, and there is a basic street traffic effect.

    #blender #blender3d #b3d #render #cycles #procedural #cyberpunk

  31. This thing is still kind of a mess but I'm having a great time working on it. 😍

    Cleaned up the base building generator today and found and fixed a problem with the way building data was passing along data for rooftops.

    Some buildings get rounded now, some buildings get a glowing rooftop, and there is a basic street traffic effect.

    #blender #blender3d #b3d #render #cycles #procedural #cyberpunk

  32. This thing is still kind of a mess but I'm having a great time working on it. 😍

    Cleaned up the base building generator today and found and fixed a problem with the way building data was passing along data for rooftops.

    Some buildings get rounded now, some buildings get a glowing rooftop, and there is a basic street traffic effect.

    #blender #blender3d #b3d #render #cycles #procedural #cyberpunk

  33. Iterating on this some more! Added a (populated) moon to the sky, fixed the UVs on the building screens and added some videos, and changed the base mesh of the city to be less uniform.

    More soon, including some behind-the-scenes stuff on the Geometry Nodes setup. 😊

    #blender #blender3d #b3d #render #cycles #geometrynodes #procedural #animation #loop #cyberpunk

  34. Iterating on this some more! Added a (populated) moon to the sky, fixed the UVs on the building screens and added some videos, and changed the base mesh of the city to be less uniform.

    More soon, including some behind-the-scenes stuff on the Geometry Nodes setup. 😊

    #blender #blender3d #b3d #render #cycles #geometrynodes #procedural #animation #loop #cyberpunk

  35. Iterating on this some more! Added a (populated) moon to the sky, fixed the UVs on the building screens and added some videos, and changed the base mesh of the city to be less uniform.

    More soon, including some behind-the-scenes stuff on the Geometry Nodes setup. 😊

    #blender #blender3d #b3d #render #cycles #geometrynodes #procedural #animation #loop #cyberpunk

  36. Iterating on this some more! Added a (populated) moon to the sky, fixed the UVs on the building screens and added some videos, and changed the base mesh of the city to be less uniform.

    More soon, including some behind-the-scenes stuff on the Geometry Nodes setup. 😊

    #blender #blender3d #b3d #render #cycles #geometrynodes #procedural #animation #loop #cyberpunk

  37. Iterating on this some more! Added a (populated) moon to the sky, fixed the UVs on the building screens and added some videos, and changed the base mesh of the city to be less uniform.

    More soon, including some behind-the-scenes stuff on the Geometry Nodes setup. 😊

    #blender #blender3d #b3d #render #cycles #geometrynodes #procedural #animation #loop #cyberpunk

  38. A Long Time Gone: A Novel (Ben Packard)

    "Ben watched him walk out the back door of their grandparents' house and into the cold night"

    Sale: $18 to $1.99

    by Joshua Moehling
    Rating: 4.5/5 (687 Reviews)

    #mystery #thriller #suspense #police #procedural #books #kindle #crime #winter #readers

    A Long Time Gone: A Novel (Ben...

  39. A Long Time Gone: A Novel (Ben Packard)

    "Ben watched him walk out the back door of their grandparents' house and into the cold night"

    Sale: $18 to $1.99

    by Joshua Moehling
    Rating: 4.5/5 (687 Reviews)

    #mystery #thriller #suspense #police #procedural #books #kindle #crime #winter #readers

    A Long Time Gone: A Novel (Ben...

  40. A Long Time Gone: A Novel (Ben Packard)

    "Ben watched him walk out the back door of their grandparents' house and into the cold night"

    Sale: $18 to $1.99

    by Joshua Moehling
    Rating: 4.5/5 (687 Reviews)

    #mystery #thriller #suspense #police #procedural #books #kindle #crime #winter #readers

    A Long Time Gone: A Novel (Ben...

  41. A Long Time Gone: A Novel (Ben Packard)

    "Ben watched him walk out the back door of their grandparents' house and into the cold night"

    Sale: $18 to $1.99

    by Joshua Moehling
    Rating: 4.5/5 (687 Reviews)

    #mystery #thriller #suspense #police #procedural #books #kindle #crime #winter #readers

    A Long Time Gone: A Novel (Ben...

  42. youtu.be/rrjc843dFJE

    E662: "Burning Logos"
    One fun part was that because the fluid sim "dye/substrate" buffer is added to by motion, the logos already add motion (and thus dye) to the sim, so they burn by default :-)
    Also, audio spectrum making letters/logos shift more also makes them burn more.

    #creativecoding #madewithunity #realtime #realtimegraphics #realtimerendering #realtimevfx #procedural #generative #interactive #motiongraphics #immersive #immersiveexperience #immersiveart