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#procgen — Public Fediverse posts

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

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  1. 10 years later, Sean Murray still plays the launch version of No Man's Sky, and he still likes it: "It does feel quite barebones in places, but I kind of enjoy that"

    gamesradar.com/games/survival/

    "I personally really enjoy it when I'm playing it," he continues. "It has a really weird, esoteric feel, and I think it feels quite different to lots of other games. It does feel quite barebones in places, but I kind of enjoy that. There's a charm to it. It feels weird, and it feels almost like more of an indie game, more niche, which is kind of my taste to some extent. I'm kind of into that."

    #NoMansSky

    #NMS #NoMansSkyCosmos #NMS10 #gaming #gamers #games #PCgaming #PS4 #PS5 #Xbox #Switch #macgaming #Steam #gamenews #gamernews #gamingnews #article #tech #digitalarchaeology #HelloGames #gamesradar #procgen #SciFi #spacegames

  2. 10 years later, Sean Murray still plays the launch version of No Man's Sky, and he still likes it: "It does feel quite barebones in places, but I kind of enjoy that"

    gamesradar.com/games/survival/

    "I personally really enjoy it when I'm playing it," he continues. "It has a really weird, esoteric feel, and I think it feels quite different to lots of other games. It does feel quite barebones in places, but I kind of enjoy that. There's a charm to it. It feels weird, and it feels almost like more of an indie game, more niche, which is kind of my taste to some extent. I'm kind of into that."

    #NoMansSky

    #NMS #NoMansSkyCosmos #NMS10 #gaming #gamers #games #PCgaming #PS4 #PS5 #Xbox #Switch #macgaming #Steam #gamenews #gamernews #gamingnews #article #tech #digitalarchaeology #HelloGames #gamesradar #procgen #SciFi #spacegames

  3. No Man's Sky COSMOS just announced in Hello Games' 10th Anniversary message via Steam.

    "...Since then tens of millions of Travellers have spent hundreds of millions of hours exploring and sharing their discoveries and the universe is more vibrant now than it ever has been… and still, all these years later players have explored less than 1% of the planets in No Man’s Sky.

    In a similar way our small team feels we have a lot left to explore in what No Man’s Sky can be. In the background we are busy cooking on our next game Light No Fire, and big things for the future of No Man’s Sky, with the tease of our upcoming update titled “COSMOS”. More will come!

    youtu.be/c-KoLySxccY?is=QcDC9h

    #NoMansSky #NMS #NMS10 #gaming #games #gamers #SciFi #procgen #SpaceGames #gamenews #Steam #PCgaming #ps4 #ps5 #xbox #switch #macgaming

  4. Trying to figure out how to place vegetation and other decorative objects on generated polygonal terrain. The blue and green markers are potential places found using a bunch of ray casts.

    #screenshotsaturday #gamedev #procgen #godotengine

  5. 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

  6. New video:
    Supercharging my procedural mountain forest

    Two years of landscape progress in one devlog!
    youtube.com/watch?v=ACjlgxRp69c

    #GameDev #IndieDev #ProcGen

  7. Rivers! Still want to add some splits to them, but I'm liking what we've got.

    The cool thing is that just because rivers start on mountains and go to bodies of water, doesn't mean that's the easiest way to simulate: I'm starting at a shore, getting the highest points around, weighting a random choice to the highest, and making the river go towards the higher points, with some restrictions. There's some momentum in there too, so it doesn't get caught on local maxima.

    #Procgen

  8. Happy international nonbinary people's day! :nonbinary_flag:

    Shutter Stroll is part of the #NonbinaryCodedGames event, now live on Steam, with a juicy discount. Please check out the games from other enby & queer devs! ✨️

    store.steampowered.com/curator

    #gamedev #indiedev #queer #steam #steamsale #ShutterStroll #procgen #photography

  9. Tested a big world of 6.5k tiles. It generates in about 5 seconds (not yet optimized), chunks itself up into manageable pieces, and has no hitching or spikes as they cull themselves when out of view.

    Calling this map system refactor a huge success! Looking forward to getting back to building gameplay with it. :3

    #Godot #GameDev #ProcGen

  10. The lumpy bricks have returned!

    The texture issue was a few things, but the big one was I needed to rotate and swizzle the UVs in the shader, based on the orientation of each MultiMesh.

    So glad to have this working again though! Phew!

    #Godot #GameDev #ProcGen

  11. So, I got very clever about only having 64 bits of custom mesh data available to Godot's MultiMesh implementation.

    By splitting the dual-grid tiles I was using into 8 separate corners, I only need to give them 1/8th the data each, for textures, borders, and palettes. And since I no longer need to use Vertex Colors to flag what corner is what, that gives me 64 more bits of data to work with, by parsing the RGBA colors as 16 bits of extra info.

    Having some new issues with rotated tiles putting the wrong textures on the wrong corners, but the old texturing system can theoretically be overhauled for the new MultiMeshes. A win for Dana!

    #Godot #GameDev #ProcGen

  12. Ran into a major block, with the conversion to GPU-instanced terrain tiles. :/

    The old terrain baked 128 bits worth of data into the tile meshes, to render all the unique textures, borders, palette swaps, etc.

    However, Godot only lets you pass 64 bits worth of data into a GPU-instanced mesh. I can't find a way to reduce my needs without cutting features, or doing a major rework that would make GPU instancing everything less worth it.

    A bit heartbreaking, after all that work.

    I wanted a small win after that, so I tweaked generation a bit to make some better chambers, and added support for big holes in the backwall.

    Thinking it could be neat to have some parallax style backgrounds that you can see through them. Or maybe use them for water sources, doors to link two points, or connections to submaps like self-contained rooms or something. Much to consider!

    #GameDev #Godot #ProcGen

  13. This No Man's Sky screenshot I just took on the moon of a gas giant reminds me a little bit of the fractal landscape generator for the Amiga computer known as Scenery Animator.

    #NoMansSky #Amiga #procgen #vintagecomputing #retrocomputing #gaming #gamers #games #SciFi #screenshot #HelloGames #fractal #virtuasun #gametography