
Is procedural generation "AI" ("slop")
Is procedural generation "AI" ("slop")
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
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.
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.
The Liikennematto procgen overhaul is getting to the point where I'm tweaking new assets and fixing bugs. I want to improve (and add) animations and sounds before I ship, but the foundation is now complete!
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!
Extremely pleased with progress on my #procgen library today. It's a #RustLang implementation of LayerProcGen by @runevision, but without any assumptions about the coordinate system. You can even mix and match, e.g. have a 2D biome map but use 3D volumetric chunks for geometry.
Today's breakthrough was to ditch all sharing and locking primitives (Arc, Mutex) and use #GoLang style channels instead. Much easier to reason about: all mutations are serialized on a single manager thread now.
Just bought my ticket to Everything Procedural Conference. Who else is going?
It's on April 24-25 (22-25 if including masterclasses) in Breda, Netherlands.
https://everythingprocedural.com/
#ProcGen #GameDev
Path traced procedurally generated #voxel world with the atmosphere volumetric shadows we fixed in the beta.
Download #Avoyd Voxel Editor and Renderer: https://www.enkisoftware.com/products
WFC-inspired Greedy Constraint Solver
Simplified constraint-based terrain generator, inspired by Wave Function Collapse (WFC) but utilizing a greedy approach.
This will be perfect for my assembly game. Relatively easy to implement... ...I will see about that soon :)
Orbiting a gas giant on an icy moon.
The No Man's Sky: Worlds Part II lengthy release page full of screenshots and details of all that has been added to the game in this update:
Here, in the game's 9th year, Hello Games has dropped possibly the largest No Man's Sky update ever released. (And, of course, it's free.)
And the game is now on sale.
For my game The Big Forest I want to have creatures that are both procedurally generated and animated. And not just crawly critters or aliens, but specifically mammals. This is quite a research challenge.
Here's a write-up on my progress over the past few years:
https://blog.runevision.com/2025/01/procedural-creature-progress-2021-2024.html
#ProcGen #SoloDev #IndieDev #GameDev
Every tile in a hyperbolic tiling is randomly colored red or blue. How far should we move to find a specific pattern (a shape constructed out of tiles, with specific colors)?
The distance is usually proportional to \(n\), the number of tiles in the pattern -- this is because at a given location the pattern appears with probability \( 1/2^n \), and there are \(\Theta(c^d)\) possible locations in distance d.
So, for example, HyperRogue normally displays 582 tiles, and for every specific coloring of these 582 tiles, it should be somewhere in about 742 steps (and all of them in about 753 steps). If we used symbols (26 letters + space) instead of colors and were looking for a specific message of 1000 characters, it should appear in radius 6000.
Problem: however, it is not clear how to find such a pattern (and whether it would be still true for a given pseudorandom generator). What it the most elegant coloring algorithm with similar properties but where requested patterns can be found by following some procedure? (If you do not know how hyperbolic geometry works, might be easier to think about binary trees)
Laser cutting paper is extremely satisfying!
Except you have that little piece that gets stuck somewhere and covers the path
#generativeart #procgen
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