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#proceduralgeneration — Public Fediverse posts

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

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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.

    #ProceduralGeneration

  9. 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!

    #gamedev #proceduralgeneration #Godot4

  10. I realized that by varying the mapping from character classes (roughly, phoneme groups) to characters, I can generate the same word/name as different language speakers would spell it.

    For example, in mock-Arabic a city could be called Frykult, whereas in mock-Spanish it would be called Fgicolt instead.

    This has gameplay potential!

    This feature comes for free with my #ProcGen approach outlined on frozenfractal.com/blog/2024/8/

    #ProceduralGeneration #language #ConLang

  11. I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

    The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

    The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

    Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

    Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

    codeberg.org/glocq/fernweh/src

    #rust

  12. I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

    The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

    The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

    Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

    Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

    codeberg.org/glocq/fernweh/src

    #rust

  13. I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

    The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

    The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

    Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

    Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

    codeberg.org/glocq/fernweh/src

    #rust

  14. Little Tuesday Amiga Stream dives into Spelunky level generation! Watch how the tutorial's rocks and gold nuggets are randomized—tiny touches that make levels feel alive. Great peek at procedural design on Amiga hardware. #Spelunky #Amiga #GameDev #ProceduralGeneration #LevelDesign #RetroGaming #IndieGames #English
    mytube.malenfant.net/videos/wa

  15. I'm excited about #bevy 's upcoming new scene system! I didn't wait for it to be out, and made fernweh, a plugin based on the in-progress branch.

    It's a tiny, but very handy plugin designed to help with chunk-based procedural generation. It lets you specify the procedural generation logic in a declarative way (what chunks should be visible at any point in time, what a given chunk should consist of) and takes care of asynchronously computing the contents of new chunks, and spawning/despawning chunks.

    It's very, very generic, so it can be used in 2D and 3D.

    Attached is the repository's example: you control the white disk, and chunks (materialized by colored polygons) spawn and despawn based on where you are.

    Here the chunks are simple entities, but thanks to the new scene system you can have them be arbitrary hierarchies of entities.

    Each chunk takes a little while to appear, because the example includes a `std::thread::sleep()` call to simulate computationally intensive calculations (think sampling random noise, collapsing wave functions...), but those are performed asynchronously, so they don't block interaction.

    codeberg.org/glocq/fernweh/src

    #proceduralGeneration

  16. Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

    If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

    #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

  17. Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.

    #GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration

  18. Wrote a blog post about how I implemented natural looking terrain using height, erosion, biome, and other maps as well as mapping it to some splines and more!

    Read about it here: blog.leahdevs.xyz/p/world-proc

    Comment under this post to comment on the blogpost

    #blog #roblox #procedural #proceduralgeneration

  19. Otin osaa SuomiGameHub:in gamejamiin ja yritin tehdä pelin, joka generoi Castlevanialta näyttäviä karttoja. Karttageneraattori ja perustason liikkuminen toimii, mutta aika loppui kesken. En saanu maailmatason koordinaattisysteemiä toimimaan ihan niinkun halusin, joten tässä julkaisussa ovien käyttäminen teleporttaa ympäri maailmaa vähän epälineaarisesti. mikeful.itch.io/kanavania #gamedev #gamejam #procgen #proceduralgeneration #castlevania

  20. New blog post is up! How I'm faking that my flat world is round, and how I'm keeping up 130 fps with a draw distance of 25 kilometers. At the end is the longest video I've ever published about this project.

    frozenfractal.com/blog/2025/12

    #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

  21. La generazione procedurale è una tecnica che consente di generare modelli tridimensionali basati su parametri modificabili. In questo video chiedo all'ultima versione di Gemini di analizzare foto di edifici per creare script C# per Unity che li generino automaticamente. Il risultato ottenuto è molto schematico, ma può essere una base di partenza da cui partire per poi migliorare il risultato a "mano". #artificialintelligence #unity3d #proceduralgeneration
    youtube.com/watch?v=gmPjkIgON7w

  22. Hello #FediVerse - The dedicated account for #Teskooano is live!

    What is Teskooano you say? It's a web-based #3dEngine made with #threeJS and #webComponents to display N-Body systems. teskooano.space

    It's buggy, still a lot of work to do - but it's already up for you to try out - it's also a #mobile friendly #pwa you can install and use offline!

    #gameDev #indieDev #proceduralGeneration #science #mastoDev #openSource

  23. Hello #FediVerse - The dedicated account for #Teskooano is live!

    What is Teskooano you say? It's a web-based #3dEngine made with #threeJS and #webComponents to display N-Body systems. teskooano.space

    It's buggy, still a lot of work to do - but it's already up for you to try out - it's also a #mobile friendly #pwa you can install and use offline!

    #gameDev #indieDev #proceduralGeneration #science #mastoDev #openSource

  24. Hello #FediVerse - The dedicated account for #Teskooano is live!

    What is Teskooano you say? It's a web-based #3dEngine made with #threeJS and #webComponents to display N-Body systems. teskooano.space

    It's buggy, still a lot of work to do - but it's already up for you to try out - it's also a #mobile friendly #pwa you can install and use offline!

    #gameDev #indieDev #proceduralGeneration #science #mastoDev #openSource

  25. Hello #FediVerse - The dedicated account for #Teskooano is live!

    What is Teskooano you say? It's a web-based #3dEngine made with #threeJS and #webComponents to display N-Body systems. teskooano.space

    It's buggy, still a lot of work to do - but it's already up for you to try out - it's also a #mobile friendly #pwa you can install and use offline!

    #gameDev #indieDev #proceduralGeneration #science #mastoDev #openSource

  26. Hello #FediVerse - The dedicated account for #Teskooano is live!

    What is Teskooano you say? It's a web-based #3dEngine made with #threeJS and #webComponents to display N-Body systems. teskooano.space

    It's buggy, still a lot of work to do - but it's already up for you to try out - it's also a #mobile friendly #pwa you can install and use offline!

    #gameDev #indieDev #proceduralGeneration #science #mastoDev #openSource

  27. 🌌 The Future of Procedural Generation: Crafting Infinite Worlds with AI 🎮✨

    AI-powered procedural generation is revolutionizing game design, enabling developers to create vast, immersive worlds with endless possibilities. From dynamic landscapes to adaptive narratives, this technology offers players unique experiences with every playthrough.

    Discover how AI is shaping the future of infinite, ever-evolving game worlds.

    🔗 https://wardrome.com/the-future-of-procedural-generation-crafting-infinite-worlds-with-ai/

    #ProceduralGeneration #AIGaming #GameDevelopment #InfiniteWorlds #IndieGames

  28. "Are you someone who’s wondered if #math really #matters when writing code? ... Understanding math concepts can simplify your code, make it more efficient, and help reduce pesky bugs. Plus, it's a great way to improve your overall #codingskills in an engaging and practical way."

    Learn How Math Can Make Your Code Better By #Coding #Polyrhythms
    freecodecamp.org/news/learn-ho

    #freecodecamp #sounds #proceduralgeneration #javascript

    P.S.: For more math&code learning see pinned posts on my profile. 😉

  29. How the classic game Pitfall! stored its room data in 1 byte... and how they didn't store the map at all (except in code)!

    #retrogaming #lfsr #proceduralgeneration #programming

    evoniuk.github.io/posts/pitfal