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#procgen

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Rune Skovbo Johansen
Public

I can finally work on my procedural creature parametrization again, now on a much better foundation.

After working on parametrization matrix math and custom tools for the past five weeks, the results are coming together. Here's a demo of my derived parametrization tool.
#ProcGen

Blake Patterson
Public

I had to smile. 🙂

A chat last night in the No Man's Sky Discord main channel, folks tipping their hat to Hello Games for the incredible NMS comeback story, was -interrupted- by Sean Murray dropping an incoming update emoji, out of nowhere. Another (free) update is imminent!

This pretty much sums up the No Man's Sky experience over the past nine years.

thomastc | frozenfractal
Public

Who said simplex noise can't be made tiling?

Align one axis of the simplex grid (just a triangle grid in 2D) with the x axis, stretch it slightly on the y axis (8 * ½ * sqrt(3) = 6.93, almost 7), and mod the grid indices appropriately so that corresponding points in different tiles end up with the same hash value.

Another good size is 13x13, which needs only 0.1% stretch (15 * ½ * sqrt(3) = 12.99). But in practice, the stretch is almost unnoticeable anyway.

Roguelike Celebration
Public

In case you missed the announcement in our newsletter, we're hosting a casual get together in Yerba Buena Gardens, San Francisco on Tuesday, March 18 12:30 - 2:30 PM.

It's for anyone interested in #roguelike and #procgen topics, whether or not you have a pass for #GDC2025 (which is conveniently happening the same week).

It'll be primarily hosted by Kawa (@kawa), who will be wearing this dashing artefact Hat of Zot, so look for them when you're there!

Rune Skovbo Johansen
Public

Some progress with the procedural animation (bottom), although it's still pretty rough. And I'm cheating a bit here, copying the "footplate" positions directly from the reference animations while I'm focusing on other things like inverse kinematics.
#ProcGen