#proceduralgeneration — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #proceduralgeneration, aggregated by home.social.
-
Viikonloppuna oli Finnish Folklore Game Jam ja tein tällaisen tarinasimulaattorikorttipelin jamin aikana. Tuntui pelitesteissä ihan hyvältä, mutta vaatii vielä töitä että saa sulavammaksi. https://mikeful.itch.io/folklore-story-deck #ttrpg #rpg #folklore #proceduralgeneration
-
Viikonloppuna oli Finnish Folklore Game Jam ja tein tällaisen tarinasimulaattorikorttipelin jamin aikana. Tuntui pelitesteissä ihan hyvältä, mutta vaatii vielä töitä että saa sulavammaksi. https://mikeful.itch.io/folklore-story-deck #ttrpg #rpg #folklore #proceduralgeneration
-
Viikonloppuna oli Finnish Folklore Game Jam ja tein tällaisen tarinasimulaattorikorttipelin jamin aikana. Tuntui pelitesteissä ihan hyvältä, mutta vaatii vielä töitä että saa sulavammaksi. https://mikeful.itch.io/folklore-story-deck #ttrpg #rpg #folklore #proceduralgeneration
-
Viikonloppuna oli Finnish Folklore Game Jam ja tein tällaisen tarinasimulaattorikorttipelin jamin aikana. Tuntui pelitesteissä ihan hyvältä, mutta vaatii vielä töitä että saa sulavammaksi. https://mikeful.itch.io/folklore-story-deck #ttrpg #rpg #folklore #proceduralgeneration
-
I'm getting tired of hearing my GPU fans spin up when I run my game because it can barely keep up a steady 75 fps. Time for some optimizations!
One cause: at a view distance of 25 km, chunks of 2×2 km are both too small (too many draw calls) and too big (too much faraway detail). So instead of fixed-size chunks, I'm implementing a quadtree.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm getting tired of hearing my GPU fans spin up when I run my game because it can barely keep up a steady 75 fps. Time for some optimizations!
One cause: at a view distance of 25 km, chunks of 2×2 km are both too small (too many draw calls) and too big (too much faraway detail). So instead of fixed-size chunks, I'm implementing a quadtree.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm getting tired of hearing my GPU fans spin up when I run my game because it can barely keep up a steady 75 fps. Time for some optimizations!
One cause: at a view distance of 25 km, chunks of 2×2 km are both too small (too many draw calls) and too big (too much faraway detail). So instead of fixed-size chunks, I'm implementing a quadtree.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm getting tired of hearing my GPU fans spin up when I run my game because it can barely keep up a steady 75 fps. Time for some optimizations!
One cause: at a view distance of 25 km, chunks of 2×2 km are both too small (too many draw calls) and too big (too much faraway detail). So instead of fixed-size chunks, I'm implementing a quadtree.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm getting tired of hearing my GPU fans spin up when I run my game because it can barely keep up a steady 75 fps. Time for some optimizations!
One cause: at a view distance of 25 km, chunks of 2×2 km are both too small (too many draw calls) and too big (too much faraway detail). So instead of fixed-size chunks, I'm implementing a quadtree.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
Instead of the #politicalcompass, or an actual compass, here's a #geomorphalogicalcompass.
-
Instead of the #politicalcompass, or an actual compass, here's a #geomorphalogicalcompass.
-
Instead of the #politicalcompass, or an actual compass, here's a #geomorphalogicalcompass.
-
Instead of the #politicalcompass, or an actual compass, here's a #geomorphalogicalcompass.
-
Improved the lake generation so it's less "blobby". Before I started at a point and picked a "size" (based on flow) and worked my way upstream by at the size number of segments, reducing backtracking randomly more so on lower flow tributaries. Then dissolve the voronoi cells.
The new algorithm takes the convex hull of the cells on a segment, and also sometimes goes downstream the same way, then dissolves all of the hulls. and does a negative buffer.
-
Improved the lake generation so it's less "blobby". Before I started at a point and picked a "size" (based on flow) and worked my way upstream by at the size number of segments, reducing backtracking randomly more so on lower flow tributaries. Then dissolve the voronoi cells.
The new algorithm takes the convex hull of the cells on a segment, and also sometimes goes downstream the same way, then dissolves all of the hulls. and does a negative buffer.
-
Improved the lake generation so it's less "blobby". Before I started at a point and picked a "size" (based on flow) and worked my way upstream by at the size number of segments, reducing backtracking randomly more so on lower flow tributaries. Then dissolve the voronoi cells.
The new algorithm takes the convex hull of the cells on a segment, and also sometimes goes downstream the same way, then dissolves all of the hulls. and does a negative buffer.
-
Improved the lake generation so it's less "blobby". Before I started at a point and picked a "size" (based on flow) and worked my way upstream by at the size number of segments, reducing backtracking randomly more so on lower flow tributaries. Then dissolve the voronoi cells.
The new algorithm takes the convex hull of the cells on a segment, and also sometimes goes downstream the same way, then dissolves all of the hulls. and does a negative buffer.
-
I dug out some code I wrote 10 years ago for generating fictional river networks, and cleaned up the bit rot, and did a bit more work on it. I cleaned up the fractal densification function and made a PR to #JTS with it.
-
I dug out some code I wrote 10 years ago for generating fictional river networks, and cleaned up the bit rot, and did a bit more work on it. I cleaned up the fractal densification function and made a PR to #JTS with it.
-
I dug out some code I wrote 10 years ago for generating fictional river networks, and cleaned up the bit rot, and did a bit more work on it. I cleaned up the fractal densification function and made a PR to #JTS with it.
-
I dug out some code I wrote 10 years ago for generating fictional river networks, and cleaned up the bit rot, and did a bit more work on it. I cleaned up the fractal densification function and made a PR to #JTS with it.
-
I dug out some code I wrote 10 years ago for generating fictional river networks, and cleaned up the bit rot, and did a bit more work on it. I cleaned up the fractal densification function and made a PR to #JTS with it.
-
I'm having some actual fun playing my game, buying maps with cheated gold and using them to find new islands. This core mechanic clearly works, even if it's super bare bones at this point.
I should really consider streaming some of this playtesting. There are some glaringly obvious problems I want to address first, but they are easy to fix. After that, I'll have no excuse to be shy anymore.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm having some actual fun playing my game, buying maps with cheated gold and using them to find new islands. This core mechanic clearly works, even if it's super bare bones at this point.
I should really consider streaming some of this playtesting. There are some glaringly obvious problems I want to address first, but they are easy to fix. After that, I'll have no excuse to be shy anymore.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm having some actual fun playing my game, buying maps with cheated gold and using them to find new islands. This core mechanic clearly works, even if it's super bare bones at this point.
I should really consider streaming some of this playtesting. There are some glaringly obvious problems I want to address first, but they are easy to fix. After that, I'll have no excuse to be shy anymore.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm having some actual fun playing my game, buying maps with cheated gold and using them to find new islands. This core mechanic clearly works, even if it's super bare bones at this point.
I should really consider streaming some of this playtesting. There are some glaringly obvious problems I want to address first, but they are easy to fix. After that, I'll have no excuse to be shy anymore.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I'm having some actual fun playing my game, buying maps with cheated gold and using them to find new islands. This core mechanic clearly works, even if it's super bare bones at this point.
I should really consider streaming some of this playtesting. There are some glaringly obvious problems I want to address first, but they are easy to fix. After that, I'll have no excuse to be shy anymore.
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
Turns out, it may be possible to get as close to the iron as #C99 while retaining the interoperability of #GodotEngine ! Lately I'm considering something like that for costly #ProceduralGeneration processes.
https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_c_example.html
-
Turns out, it may be possible to get as close to the iron as #C99 while retaining the interoperability of #GodotEngine ! Lately I'm considering something like that for costly #ProceduralGeneration processes.
https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_c_example.html
-
Procedural Fighter Aircraft Generator #Proceduralgeneration #Fighteraircraft #Unity #Gamedevelopment #Randomgeneration #Textures #Materials #Shaders #AssetStore
https://u3dn.com/packages/procedural-fighter-aircraft-generator-245508
-
I am going to give the PALE (Picture and Animation Library for Emacs) a try. Building it by hand, let’s see if I can get it working as a Linux Mint native build (no Guix or anything).
#tech #software #Emacs #Linux #Lisp #EmacsLisp #ProceduralGeneration
-
I am going to give the PALE (Picture and Animation Library for Emacs) a try. Building it by hand, let’s see if I can get it working as a Linux Mint native build (no Guix or anything).
#tech #software #Emacs #Linux #Lisp #EmacsLisp #ProceduralGeneration
-
I am going to give the PALE (Picture and Animation Library for Emacs) a try. Building it by hand, let’s see if I can get it working as a Linux Mint native build (no Guix or anything).
#tech #software #Emacs #Linux #Lisp #EmacsLisp #ProceduralGeneration
-
I am going to give the PALE (Picture and Animation Library for Emacs) a try. Building it by hand, let’s see if I can get it working as a Linux Mint native build (no Guix or anything).
#tech #software #Emacs #Linux #Lisp #EmacsLisp #ProceduralGeneration
-
Now generating actual place names for ports on the map, rather than placeholders like "Port 123". They do appear to be in different languages, which is on purpose, and makes me happy.
Label placement needs to be improved, obviously.
#GameDev #IndieDev #IndieGame #ProceduralGeneration #ProcGen #GodotEngine #Godot
-
Now generating actual place names for ports on the map, rather than placeholders like "Port 123". They do appear to be in different languages, which is on purpose, and makes me happy.
Label placement needs to be improved, obviously.
#GameDev #IndieDev #IndieGame #ProceduralGeneration #ProcGen #GodotEngine #Godot
-
Now generating actual place names for ports on the map, rather than placeholders like "Port 123". They do appear to be in different languages, which is on purpose, and makes me happy.
Label placement needs to be improved, obviously.
#GameDev #IndieDev #IndieGame #ProceduralGeneration #ProcGen #GodotEngine #Godot
-
Now generating actual place names for ports on the map, rather than placeholders like "Port 123". They do appear to be in different languages, which is on purpose, and makes me happy.
Label placement needs to be improved, obviously.
#GameDev #IndieDev #IndieGame #ProceduralGeneration #ProcGen #GodotEngine #Godot
-
Now generating actual place names for ports on the map, rather than placeholders like "Port 123". They do appear to be in different languages, which is on purpose, and makes me happy.
Label placement needs to be improved, obviously.
#GameDev #IndieDev #IndieGame #ProceduralGeneration #ProcGen #GodotEngine #Godot
-
There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?
Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.
-
There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?
Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.
-
There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?
Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.
-
There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?
Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.
-
There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?
Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.
-
I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊
https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊
https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊
https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊
https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊
https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
-
I really have to gush about how far my procedural 2D #rpg I've been making in #godot has come in. the past half a year. I just finished up the first pass at the looting UI for chests, which is one of the last features keeping the first biome from being truly playable. I've got two other important features on the backlog (one being the area boss) and i should have a solid demo!