runevision, to random
@runevision@mastodon.gamedev.place avatar

I've quietly made my LayerProcGen framework public:
https://github.com/runevision/LayerProcGen

It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual.

Nobody else have tried/tested it yet - if you're up for taking it for a spin, let me know how it looks; what's clear or confusing, if you think there's low hanging fruit improvements I could make, etc.

Video of a mountainous terrain and visualizations of the kind of layer based generated data that's used to generate it.

runevision,
@runevision@mastodon.gamedev.place avatar

Procedurally generated open-world games tend to use "the functional approach" which essentially requires embracing sandbox gameplay.

LayerProcGen points the way towards making open-world procedural games based on "the planning approach" instead, which is normally only seen in "finite space" games such as rogue-likes.
#ProcGen

runevision, to gamedev
@runevision@mastodon.gamedev.place avatar

I made a video about my 2023 progress developing the procedural landscape for my game The Big Forest.

It's my first ever video in a "classic YouTube format" with intro and outro, channel branding, background music etc. I'd love to hear what you think!
https://www.youtube.com/watch?v=VxMwggFQRQM
#ProcGen #GameDev

JohnWithAnH, to rust


Hello all! I'm John, and I love learning, and building open software that makes the world a better place.

I have a physics background, but my interests have meandered through (too) many areas.

Topics I love to learn or chat about:






Interested in contributing to areas like and global

If you're into any of the above topics and are interested in collaborating on projects, I'm all ears!

beepyeah, to gamedev
chrisamaphone, to genart
@chrisamaphone@hci.social avatar

not that the world really needs more computer science conferences, but i keep wondering if there’s appetite for one focused on procedural generation/generative computation, i.e. the union of PCG, generative art, program synthesis, &c.

mostly, it would really help to have a name for this field that people don’t mistake for consisting entirely of text2image statistical models

thomastc, to climate
@thomastc@mastodon.gamedev.place avatar

New blog post is up, about determining the local #climate in each region of procedurally generated worlds.
https://frozenfractal.com/blog/2023/12/29/around-the-world-9-climates/
#gamedev #procgen

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

New blog post is up, in which I ramble about why you might not want to do procedural generation on a sphere.
https://frozenfractal.com/blog/2024/1/8/around-the-world-11-everything-is-harder-on-a-sphere/
#gamedev #procgen

ga5p0d3, to ProceduralGeneration

Everything Procedural Conference 2024 at Breda University is one month away 15-19 April!
Myself and Olly Lawson are going to be there representing Apparance and would love to meet all you like-minded folks.

runevision, to random
@runevision@mastodon.gamedev.place avatar

LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year.

Check out the documentation work in progress and let me know if you have questions!
https://runevision.com/tech/layerprocgen/documentation/

Video showing terrain with debug visualizations appearing, show locations and how they're connected. The camera then zooms out and shows various data layers visualized under the terrain.

toxi, (edited ) to generative
@toxi@mastodon.thi.ng avatar

Linear Memory (WIP), variations on a theme... exploring the terrain. Impressed by the resulting complexity, considering the simplicity of the system/setup...

(edit: update tags for organizing)

#LinearMemory #GenerativeArt #Procedural #ProcGen #Art #Color #Texture #Pixel #MemoryMapping #Complexity #Emergence #NoAI

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

New blog post is up, about generating finer details on top of the coarse world map. https://frozenfractal.com/blog/2024/3/25/around-the-world-13-zooming-in/
#gamedev #indiedev #procgen

isaackarth, to random

NaNoGenMo has been going for a decade. This is the 10-year anniversary of people deciding to try to write a novel generator in a month.

https://github.com/NaNoGenMo/2023/

The most interesting thing about it, to me, is the different ways people approach the problem--even with modern AI, you can't get an interesting novel without shaping it with your own ideas.

#NaNoGenMo #storygeneration #pcg #procgen #

runevision, to random
@runevision@mastodon.gamedev.place avatar
runevision, to gamedev
@runevision@mastodon.gamedev.place avatar

How did 2023 go for me as an indie developer?

I wrote a bit about that here, with focus on the Quest 2 release and sales of Eye of the Temple, and my new projects and goals for 2024.

https://blog.runevision.com/2024/01/2023-retrospective-and-goals-for-new.html

#GameDev #IndieDev #VR #ProcGen

A screenshot of a virtual forest landscape with the title "The Big Forest" overlaid.

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

Clearly, something in my interpolation routine is... not quite working as it should. #gamedev #indiedev #procgen

LBdN, to random

Ah. My project got cancelled and my team laid off. So If you're looking for a senior/lead #procgen programmer, I have more time to talk now... 😅

thomastc, to gamedev
@thomastc@mastodon.gamedev.place avatar

I was trying to make wind and I almost made rivers instead. #gamedev #procgen

jargon, to gamedev
@jargon@mastodon.gamedev.place avatar

I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation, but I've slightly offset it based on world X position to make it look like the breeze travels across the screen. There's also a minor variation in sway amount. What do you all think?

#GameDev #UE5 #UnrealEngine #ProcGen

Low poly trees on a procedurally generated hex-based terrain gently swaying in the wind. Super chill and nice to watch :)

ArmouredWizard, to godot
@ArmouredWizard@dice.camp avatar

Using Prim's algorithm to make a Minimum Spanning Tree cuts down the number of corridors, and reduces loops.

ArmouredWizard, to gamedev
@ArmouredWizard@dice.camp avatar

So, I've got a Map Generator, I've got a Player, with 1st-Person camera...
Now what?

#roguelike #gamedev #godot #code #procGen

image/png

aaronareed, to random
@aaronareed@mastodon.gamedev.place avatar

In this time of LLMs it's nice to remember that some of us have been getting computers to tell bad stories for decades. Here's my entry for the very first #NaNoGenMo in 2013, a novel called "Aggressive Passive" about a bunch of housemates bickering over who's going to do the chores. You can reload to get a brand new one. #FlashbackFriday #procgen https://aaronareed.net/if/NaNoGenMo13/generate.html

ArmouredWizard, to gamedev
@ArmouredWizard@dice.camp avatar

Progress
Town Scene proc-gens a grid, including randomly placed stairs tile
Stairs tile is replaced by Stairs Scene
Next: add collider for scene transition to Dungeon

protopop, to random
@protopop@mastodon.gamedev.place avatar

It took 2 days and I'm exhausted BUT thrilled to have procedurally generated farmland😸☀️🌻 this is an environment I've wanted to do for years and it's a big part of creating the feeling.

video/mp4

runevision, to random
@runevision@mastodon.gamedev.place avatar
runevision,
@runevision@mastodon.gamedev.place avatar

Here's another layer visualization of how I'm using my LayerProcGen framework in my game, trying out the various camera orbit options and visualization toggles I just implemented.

Ultimately I need to be able to record this into an AnimationClip I can edit instead of editing options in real-time. This is ultimately for a video about the LayerProcGen system, and also for use in documentation of it. #ProcGen

Video hovering over a big landscape, then zooming out and exploring visually represented data layers below the landscape.

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