#Yahtzee on #SecondWind has a go at vocalising his thoughts on #roguelike #games (or perhaps #roguelite
His main take on it seems to be that the #ProcGen elements facilitates "easier" and "speedier" #GameDev.
I think his frustration is based more on an oversaturation of the #roguelike "marketing label" being splashed on anything that cherry picks a few mechanics that originate from the #TraditionalRoguelike palette.
Wake up babe, new side project just dropped
I've recently been dabbling with procedural map generation in a JavaFX app.
The base is a voronoi grid which is initially populated by perlin noise functions for elevation and humidity. Using an STR-Tree structure to store the polygons, coordinate lookups are surprisingly efficient, even with up to a million terrain cells.
I'll continue with some vegetation and rivers next.
#procgen #GameDev #cartography
Another video of #Teskooano - my 3D N-Body simulator made with #threeJS - another video of the new #dockview UI and multi-camera view of simulations. #gamedev #procgen #astronomy #physics
Liikennematto alpha 3 is out now!
This version is a preview of the new wave function collapse (WFC) procgen method. WFC brings more variety into the game in the form of nature scenery, and lots will be placed closer to where you recently built roads. Try it!
Look at this tree I grew. #hashAmatic #tree #
#ProcGen #art #botArt
I updated my No Man's Sky journey photo gallery (day one to (nearly) current), today.
Almost 10 years of exploration.
https://www.flickr.com/photos/blakespot/albums/72157672505552246/
I guess this guy on TikTok is riffing on No Man's Sky?? Bizarre.
"...14 college students from around the world created a fractal holographic universe on a DVD which is literally like a universe on a DVD?
Oh it's called No Man's Land? Awesome.
And then it can create and kind of render itself alive? Huh. Okaay. Oh, and they're wanting to add AI into the game, which will make the people in the game sentient and will make them conscious? Okaay..."
Current look of my procedural creature generation. Some progress - more of them look quite decent now, though there are still frequent artefacts and unacceptable results. (Yes yes I know, shipit! etc.) Classic procedural generation; no AI involved.
#ProcGen
First somewhat successful stab at hydraulic erosion. Takes only 2.5 seconds on the CPU, without the SIMD and multithreading optimizations that I'm planning.
First image is before erosion, second is after.
The output looks alright at first glance, but I'm not yet satisfied:
- The algorithm is purely subtractive. Eroded terrain just disappears, instead of being transported downstream.
- Directional artifacts galore...
A procedurally generated, non-human building. What creatures could live in buildings of this kind?
(There is a correct answer, but other answers are interesting too.)
an accumulation of screenshots from testing my procedural brutalist city...
it's coming together!
rn this is focused on generating building placement so that it is interesting to explore, and the building overlap is compelling. lots to do still
~
#GameDev #GameArt #Procgen #UnrealEngine #IndieDev
GrimShiver forests | photomode iPad Pro 2020
#openworld #procgen #indiegame #screenshotsaturday
NimianLegends.com
Whoops, seems like I'm working on plate tectonics again.
Blue regions are uplift. Red zones are downsink (is that a word?). Grey lines mark divisions between continental and oceanic crust.