home.social

#proceduralcontent — Public Fediverse posts

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

  1. #GameDev #SoloDev #Procedural #ProceduralContent #PCG #Godot #Train #Basic #WIP

    The current state of play with my WIP train/track-loop based procedural content game. I won't say too much here because I narrated on the video...

    youtu.be/L2M3Q7QC9t8

  2. #GameDev #GameIdea #GardeningGame #ReverseOf4X #Voronoi #Crystals #ProceduralContent #ProceduralContentGeneration #PCG

    I wrote up one of my old game ideas.

    A few years back I found the concept of "gardening games" by @maxkreminski.

    mkremins.github.io/blog/garden

    The point is not literal "gardening" but rather a deeper way to interact/relate to procedural content, pretty much by inverting the idea of a 4X game. Instead of arriving at a beautiful, believable, "wild" landscape and exploiting it to bits, the player works with the environment system to enhance it.

    E.g. the same way a gardener works with/within nature: collecting seeds, growing seedlings, moving self-set plants, removing weeds, composting waste, pruning, improving soil.

    It's a beautiful idea that captures something I hunger for in games, but rarely find...

    ...so this is my attempt to implement the idea in a design: emnf-ideas.ianbadcoe.uk/growth

    This particular take is literally gardening, which is not required, but works as a jumping off point.

  3. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  4. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  5. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  6. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  7. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  8. Getting a little further with generating Voronoi polyhedra in real time for #PGC #Procedural #ProceduralContent #unity3d