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#procgen

5 posts5 participants0 posts today

#Yahtzee on #SecondWind has a go at vocalising his thoughts on #roguelike #games (or perhaps #roguelite

youtu.be/1eEFSGuWo64

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.

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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

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..."

youtube.com/shorts/5WTBHWPXw0c

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...