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#proceduralgeneration

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LavX News<p>Meander: Innovating Historical Map Generation with Procedural Algorithms</p><p>Discover how the Meander project is redefining the art of map-making through procedural generation techniques that simulate the evolution of fictional rivers. This innovative approach not only pays ho...</p><p><a href="https://news.lavx.hu/article/meander-innovating-historical-map-generation-with-procedural-algorithms" rel="nofollow noopener noreferrer" target="_blank"><span class="invisible">https://</span><span class="ellipsis">news.lavx.hu/article/meander-i</span><span class="invisible">nnovating-historical-map-generation-with-procedural-algorithms</span></a></p><p><a href="https://mastodon.cloud/tags/news" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>news</span></a> <a href="https://mastodon.cloud/tags/tech" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tech</span></a> <a href="https://mastodon.cloud/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://mastodon.cloud/tags/GeospatialTech" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GeospatialTech</span></a> <a href="https://mastodon.cloud/tags/Houdini" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Houdini</span></a></p>
🔭 Teskooano<p>Hello <a href="https://mastodon.gamedev.place/tags/FediVerse" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>FediVerse</span></a> - The dedicated account for <a href="https://mastodon.gamedev.place/tags/Teskooano" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Teskooano</span></a> is live! </p><p>What is Teskooano you say? It's a web-based <a href="https://mastodon.gamedev.place/tags/3dEngine" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3dEngine</span></a> made with <a href="https://mastodon.gamedev.place/tags/threeJS" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>threeJS</span></a> and <a href="https://mastodon.gamedev.place/tags/webComponents" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>webComponents</span></a> to display N-Body systems. <a href="https://teskooano.space" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">teskooano.space</span><span class="invisible"></span></a></p><p>It's buggy, still a lot of work to do - but it's already up for you to try out - it's also a <a href="https://mastodon.gamedev.place/tags/mobile" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>mobile</span></a> friendly <a href="https://mastodon.gamedev.place/tags/pwa" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>pwa</span></a> you can install and use offline!</p><p><a href="https://mastodon.gamedev.place/tags/gameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gameDev</span></a> <a href="https://mastodon.gamedev.place/tags/indieDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indieDev</span></a> <a href="https://mastodon.gamedev.place/tags/proceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralGeneration</span></a> <a href="https://mastodon.gamedev.place/tags/science" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>science</span></a> <a href="https://mastodon.gamedev.place/tags/mastoDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>mastoDev</span></a> <a href="https://mastodon.gamedev.place/tags/openSource" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>openSource</span></a></p>
LavX News<p>Crafting Life: The Journey of Procedural Creature Generation and Animation</p><p>In the world of game development, the challenge of creating lifelike creatures through procedural generation is both daunting and exhilarating. This article delves into the intricate processes of mode...</p><p><a href="https://news.lavx.hu/article/crafting-life-the-journey-of-procedural-creature-generation-and-animation" rel="nofollow noopener noreferrer" target="_blank"><span class="invisible">https://</span><span class="ellipsis">news.lavx.hu/article/crafting-</span><span class="invisible">life-the-journey-of-procedural-creature-generation-and-animation</span></a></p><p><a href="https://mastodon.cloud/tags/news" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>news</span></a> <a href="https://mastodon.cloud/tags/tech" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tech</span></a> <a href="https://mastodon.cloud/tags/GameDevelopment" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDevelopment</span></a> <a href="https://mastodon.cloud/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://mastodon.cloud/tags/InverseKinematics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>InverseKinematics</span></a></p>
Jesus M. Gonzalez-Barahona<p>Very detailed and complete tutorial on how to create realistic trees with Threejs: <a href="https://tympanus.net/codrops/2025/01/27/fractals-to-forests-creating-realistic-3d-trees-with-three-js/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">tympanus.net/codrops/2025/01/2</span><span class="invisible">7/fractals-to-forests-creating-realistic-3d-trees-with-three-js/</span></a></p><p>You can test the tree generator in your browser: <a href="https://www.eztree.dev/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">eztree.dev/</span><span class="invisible"></span></a></p><p>Source code: <a href="https://github.com/dgreenheck/ez-tree" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/dgreenheck/ez-tree</span><span class="invisible"></span></a></p><p>All of that by <a href="https://x.com/dangreenheck" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">x.com/dangreenheck</span><span class="invisible"></span></a> <a href="https://floss.social/tags/CoolStuff" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CoolStuff</span></a> <a href="https://floss.social/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://floss.social/tags/Threejs" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Threejs</span></a> <a href="https://floss.social/tags/WebXR" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>WebXR</span></a> <a href="https://floss.social/tags/WebGL" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>WebGL</span></a></p>
Hacker News<p>Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen — <a href="https://jdhwilkins.com/mountains-cliffs-and-caves-a-comprehensive-guide-to-using-perlin-noise-for-procedural-generation/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">jdhwilkins.com/mountains-cliff</span><span class="invisible">s-and-caves-a-comprehensive-guide-to-using-perlin-noise-for-procedural-generation/</span></a><br><a href="https://mastodon.social/tags/HackerNews" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>HackerNews</span></a> <a href="https://mastodon.social/tags/PerlinNoise" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PerlinNoise</span></a> <a href="https://mastodon.social/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://mastodon.social/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.social/tags/3DGraphics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3DGraphics</span></a> <a href="https://mastodon.social/tags/TerrainGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>TerrainGeneration</span></a></p>
Charles Partous<p>Over the March break, I worked on a new project “Field of Reeds” in Godot! </p><p>Although still in early stages, it allows creation of different types of terrain by providing a noise texture. The project supports wind and water, which interact with the terrain — grass sways with the wind, and terrain adapts to changing water levels.</p><p>I’d love to hear your thoughts and feedback! </p><p><a href="https://github.com/wokidoo/FieldOfReeds" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/wokidoo/FieldOfReed</span><span class="invisible">s</span></a></p><p><a href="https://mastodon.gamedev.place/tags/GameDevelopment" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDevelopment</span></a> <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GodotEngine</span></a> <a href="https://mastodon.gamedev.place/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://mastodon.gamedev.place/tags/IndieDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieDev</span></a> <a href="https://mastodon.gamedev.place/tags/Tech" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Tech</span></a> <a href="https://mastodon.gamedev.place/tags/Gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/TerrainGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>TerrainGeneration</span></a></p>
LavX News<p>Unlocking the Power of Procedural Generation: A Deep Dive into Perlin Noise</p><p>Procedural generation is revolutionizing the way we create digital landscapes, thanks to algorithms like Perlin noise. This guide explores the intricacies of Perlin noise, its implementation, and its ...</p><p><a href="https://news.lavx.hu/article/unlocking-the-power-of-procedural-generation-a-deep-dive-into-perlin-noise" rel="nofollow noopener noreferrer" target="_blank"><span class="invisible">https://</span><span class="ellipsis">news.lavx.hu/article/unlocking</span><span class="invisible">-the-power-of-procedural-generation-a-deep-dive-into-perlin-noise</span></a></p><p><a href="https://mastodon.cloud/tags/news" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>news</span></a> <a href="https://mastodon.cloud/tags/tech" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tech</span></a> <a href="https://mastodon.cloud/tags/PerlinNoise" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PerlinNoise</span></a> <a href="https://mastodon.cloud/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://mastodon.cloud/tags/FractalBrownianMotion" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>FractalBrownianMotion</span></a></p>
bmaxv<p><a href="https://noc.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://noc.social/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> <a href="https://noc.social/tags/indiedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indiedev</span></a> </p><p>here are some updates on the weather system.</p><p>Elevation and climate zones should be intuitive, the arrows are major wind directions mostly copied from wikipedia, the coloring in the picture with the arrows is "wet air to dry air" blue to red. That will influence where it rains and then the rest that comes from that, including vegetation.</p>
bmaxv<p><a href="https://noc.social/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> <a href="https://noc.social/tags/mapmaking" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>mapmaking</span></a> </p><p>Mountains are looking pretty dang good. (using this project: <a href="https://github.com/oargudo/orometry-terrains" rel="nofollow noopener noreferrer" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/oargudo/orometry-te</span><span class="invisible">rrains</span></a>)</p><p>But I'm having some trouble finding a good smoothing function / slope at the foot of the mountains. Either I don't do enough, then I'm getting some artifacts, or I do too much then I drop to 0 too sharply.</p><p>If anyone has a good source / article describing something like this, I would appreciate a tip!</p>
Codrops<p>We invited Dan Greenheck to share the incredible technical details behind EZ-Tree, his open-source procedural 3D tree generator! 🌳 </p><p>From fractals and recursion to Three.js magic, he explains it all in this amazing article: <a href="https://tympanus.net/codrops/2025/01/27/fractals-to-forests-creating-realistic-3d-trees-with-three-js/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">tympanus.net/codrops/2025/01/2</span><span class="invisible">7/fractals-to-forests-creating-realistic-3d-trees-with-three-js/</span></a></p><p><a href="https://mastodon.social/tags/webgl" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>webgl</span></a> <a href="https://mastodon.social/tags/threejs" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>threejs</span></a> <a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> <a href="https://mastodon.social/tags/3d" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3d</span></a> <a href="https://mastodon.social/tags/3dmodel" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3dmodel</span></a> <a href="https://mastodon.social/tags/3dmodeling" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3dmodeling</span></a> <a href="https://mastodon.social/tags/opensource" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>opensource</span></a> <a href="https://mastodon.social/tags/webdev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>webdev</span></a></p>
bmaxv<p>Hello there! <span class="h-card"><a href="https://web.brid.gy/r/https://redblobgames.com/" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>redblobgames.com</span></a></span> </p><p>you've been an inspiration for a long time and I bet not just for me, but for a lot of people. Nice to see you in the fediverse!</p><p><a href="https://noc.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://noc.social/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> <a href="https://noc.social/tags/procgen" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procgen</span></a></p>
Gulf of Gregly<p>Procedural generation gamedev thought: “speculative A* algorithm” for placing roads when generating terrain.</p><p>Like “city X is here, and city Y is here, and road A started at city X, so after generating a square of terrain figure out the best way to extend this road across it to get closer to city Y if possible”.</p><p><a href="https://retro.pizza/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://retro.pizza/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a></p>
Pico/Retro<p>Now there are monsters in the maze, and a better colour scheme, thanks to suggestions on the <a href="https://mastodon.gamedev.place/tags/Pico8" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Pico8</span></a> Discord.</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/PixelArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PixelArt</span></a> <a href="https://mastodon.gamedev.place/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a></p>
manuelcaeiro ☕<p>"Are you someone who’s wondered if <a href="https://mastodon.social/tags/math" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>math</span></a> really <a href="https://mastodon.social/tags/matters" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>matters</span></a> 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 <a href="https://mastodon.social/tags/codingskills" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>codingskills</span></a> in an engaging and practical way."</p><p>Learn How Math Can Make Your Code Better By <a href="https://mastodon.social/tags/Coding" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Coding</span></a> <a href="https://mastodon.social/tags/Polyrhythms" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Polyrhythms</span></a><br><a href="https://www.freecodecamp.org/news/learn-how-math-can-make-your-code-better-by-coding-polyrhythms/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">freecodecamp.org/news/learn-ho</span><span class="invisible">w-math-can-make-your-code-better-by-coding-polyrhythms/</span></a></p><p><a href="https://mastodon.social/tags/freecodecamp" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>freecodecamp</span></a> <a href="https://mastodon.social/tags/sounds" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>sounds</span></a> <a href="https://mastodon.social/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> <a href="https://mastodon.social/tags/javascript" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>javascript</span></a></p><p>P.S.: For more math&amp;code learning see pinned posts on my profile. 😉</p>
Jan :rust: :ferris:<p>Infinite <a href="https://floss.social/tags/Photorealistic" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Photorealistic</span></a> Worlds using Procedural Generation</p><p><a href="https://infinigen.org/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">infinigen.org/</span><span class="invisible"></span></a></p><p>In the words of the authors: "Zero <a href="https://floss.social/tags/AI" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>AI</span></a>. Math rulez." :awesome: </p><p>Repo:<br><a href="https://github.com/princeton-vl/infinigen" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/princeton-vl/infini</span><span class="invisible">gen</span></a></p><p>Paper:<br><a href="https://arxiv.org/abs/2306.09310" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="">arxiv.org/abs/2306.09310</span><span class="invisible"></span></a></p><p>There is still hope for awesome technology!</p><p><a href="https://floss.social/tags/Graphics" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Graphics</span></a> <a href="https://floss.social/tags/Blender" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Blender</span></a> <a href="https://floss.social/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://floss.social/tags/3D" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>3D</span></a></p>
grizeldi<p>Hey, <a href="https://mastodon.gamedev.place/tags/techart" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>techart</span></a>, is there any good solution for recalculating normals once you've moved vertices around in a vertex <a href="https://mastodon.gamedev.place/tags/shader" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>shader</span></a>?</p><p>Most info I can find online suggests to simply sample the function used for displacing the vertices for 2 more nearby points and get the normal using a cross product, but in my case there is no underlying procedural function, everything is discrete.</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/glsl" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>glsl</span></a> <a href="https://mastodon.gamedev.place/tags/hlsl" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>hlsl</span></a> <a href="https://mastodon.gamedev.place/tags/unity" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>unity</span></a> <a href="https://mastodon.gamedev.place/tags/unity3d" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>unity3d</span></a> <a href="https://mastodon.gamedev.place/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a></p>
Happy Coding Bot<p>Random Jack-o'-Lantern</p><p><a href="https://happycoding.io/tutorials/processing/creating-variables/random-jack-o-lantern" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">happycoding.io/tutorials/proce</span><span class="invisible">ssing/creating-variables/random-jack-o-lantern</span></a></p><p><a href="https://botsin.space/tags/tutorial" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>tutorial</span></a> <a href="https://botsin.space/tags/processing" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>processing</span></a> <a href="https://botsin.space/tags/creatingvariables" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>creatingvariables</span></a> <a href="https://botsin.space/tags/example" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>example</span></a> <a href="https://botsin.space/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> #</p>
Mx Autumn :blobcatpumpkin:<p>A few years ago I was tinkering with Soil Machine, a geomorpohology simulator by Nick McDonald because I liked the visualisations it generated.</p><p>I just visited their blog for the first time in ages and saw this 2023 update sharing their Procedural Hydrology simulator.</p><p>Beyond being impressive, what it produces is also very pretty!</p><p><a href="https://notacult.social/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://notacult.social/tags/Simulation" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Simulation</span></a></p><p><a href="https://nickmcd.me/2023/12/12/meandering-rivers-in-particle-based-hydraulic-erosion-simulations/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">nickmcd.me/2023/12/12/meanderi</span><span class="invisible">ng-rivers-in-particle-based-hydraulic-erosion-simulations/</span></a></p>
Keith Evans<p>Last month I took some time off to work on <a href="https://peoplemaking.games/tags/procjam" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>procjam</span></a> and like most years I didn't finish what I started; which is fine, since I knew this was going to be kicking an old <a href="https://peoplemaking.games/tags/proceduralgeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>proceduralgeneration</span></a> idea into gear again</p><p>There's a lot going on with this city generator. It plots rivers and coastlines, doing a reasonable facsimile of erosion and longshore drift and coastal estuaries</p><p>It splits the area into areas that would be representative of city blocks, and ensures that any potential road networks only have to, at their base level, deal with four-way intersections</p><p>Now it's taken those city blocks and worked out the actual area they have to work with, based on the rivers and the coasts, and stored whether they're adjacent to a river or a coastline or both</p><p>The goal will be to grow the city over time and historical periods, increasing road widths and changing building and transit technologies over time until a reasonable city is generated down to the building floorplans and subway/sewer level.</p><p><a href="https://peoplemaking.games/tags/indiedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>indiedev</span></a> <a href="https://peoplemaking.games/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a></p>
OverageGmngCom<p>OG plays Omni Blade!<br><a href="https://www.youtube.com/watch?v=ELkYs3QqL88" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=ELkYs3QqL8</span><span class="invisible">8</span></a></p><p>Like &amp; Sub!</p><p><a href="https://gamepad.club/tags/OmniBlade" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>OmniBlade</span></a> <a href="https://gamepad.club/tags/JRPG" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>JRPG</span></a> <a href="https://gamepad.club/tags/PixelArt" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PixelArt</span></a> <a href="https://gamepad.club/tags/RetroGaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>RetroGaming</span></a> <a href="https://gamepad.club/tags/IndieRPG" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieRPG</span></a> <a href="https://gamepad.club/tags/TurnBased" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>TurnBased</span></a> <a href="https://gamepad.club/tags/ProceduralGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralGeneration</span></a> <a href="https://gamepad.club/tags/IndieGameTrends" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieGameTrends</span></a> <a href="https://gamepad.club/tags/IndieWatch" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieWatch</span></a> <a href="https://gamepad.club/tags/IndieDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieDev</span></a> <a href="https://gamepad.club/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://gamepad.club/tags/IndieGameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieGameDev</span></a> <a href="https://gamepad.club/tags/IndieGame" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieGame</span></a> <a href="https://gamepad.club/tags/IndieGames" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>IndieGames</span></a> <a href="https://gamepad.club/tags/Gameplay" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Gameplay</span></a> <a href="https://gamepad.club/tags/LetsPlay" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LetsPlay</span></a> <a href="https://gamepad.club/tags/Gaming" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Gaming</span></a></p>