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#proceduralgeneration — Public Fediverse posts

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

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  1. For a few months I have been building a terminal roguelike in Rust, in the spirit of ADOM and NetHack. New article on the technical groundwork:

    Why ratatui and legion instead of a game engine, four map generators behind one trait (rooms, cellular-automata caverns, hand-drawn ASCII prefabs, and a hybrid where a test proves the vault has exactly one entrance), field of view and A* working on my own map type through two trait impls, content in RON files, and save games that store facts instead of serialising the ECS.

    Writing it up also found two real bugs, both now fixed and tested.

    blog.hofstede.it/crawlfest-bui

    #rustlang #roguelike #gamedev #ratatui #proceduralgeneration #rust

  2. That's clouds pretty much done! This is just a test scene; curious to see how they'll look when I deploy them in the game.

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

  3. Test run of using the navigability and bridgability scores as guides for manually placing cities and roads. The trace tool in #QGIS works really well for this although there are times I wish I could quickly switch the offset between positive, negative, and 0 offset and that it worked with the vertex tool when extending a line string.

    The weighting to avoid rivers paralleling divides and coasts needs more adjustment.

    #proceduralGeneration #fantasyMaps

  4. Made some refinements to river shape (Avoiding junctions with many tributaries at the same point and at very sharp angles) and watersheds (Hiding the voronoi cells and breaking major tributaries into separate watersheds). I've also added crude navigability and bridgeability to aid in settlement placement. Sqrt of flow plus (bridge cost) or minus (navigability) abstract "slope" (inverse distance to divide lines times strength of the divide plus some noise)

    #proceduralGeneration #fantasyMaps

  5. A bit more work on the river generator. Many tweaks and refinements to the lake/estuary placement. Many more parameters can now be set via the config file instead of hard coded. It can now do partial runs to just fractalize the coastline and divides so you can adjust them and refractalize until you get something you like before doing the rivers. It also now generates a rough set of watershed polygons.

    #proceduralGeneration #fantasyMaps

  6. Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?

    With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.

    Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).

    crates.io/crates/fernweh

    #rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

  7. Many adjustments. It now reads and writes GeoPackage features to get a template for the coastline and divides, and output the rivers, lakes, densified coastline, and some debugging info.

    It also takes rasters to set precipitation, fractalness, and density and size of lakes and estuaries.

    #proceduralgeneration #fantasymaps

  8. Viikonloppuna oli Finnish Folklore Game Jam ja tein tällaisen tarinasimulaattorikorttipelin jamin aikana. Tuntui pelitesteissä ihan hyvältä, mutta vaatii vielä töitä että saa sulavammaksi. mikeful.itch.io/folklore-story #ttrpg #rpg #folklore #proceduralgeneration

  9. 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

  10. 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.

    #fantasymaps #proceduralgeneration

  11. 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.

    #fantasymaps #proceduralgeneration

  12. 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

  13. 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

  14. 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

  15. 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