Turns out, it may be possible to get as close to the iron as #C99 while retaining the interoperability of #GodotEngine ! Lately I'm considering something like that for costly #ProceduralGeneration processes.

https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_c_example.html

#GameDevelopment #SoftwarePerformance

GDExtension C example

Introduction: This is a simple example on how to work with GDExtension directly with C code. Note that the API is not meant to be used directly, so this will definitely be quite verbose and require...

Godot Engine documentation

André → andreelias.dev (@andreeliasdev)

게임 월드 생성 과정에서 퍼린 노이즈 같은 절차적 생성 기법을 참고해 AI에게 구현을 맡겼고, 모델 성능이 충분히 좋으면 복잡한 생성 로직도 상당 부분 자동화할 수 있음을 시사한다. 다만 실제 적용에는 추가 튜닝이 많이 필요했다.

https://x.com/andreeliasdev/status/2051034222044033171

#proceduralgeneration #perlinnoise #gamedev #ai #llm

André → andreelias.dev (@andreeliasdev) on X

@levelsio @pushks18 So before building the world I watched a few game dev tutorials on YouTube, mostly about procedural generation. Discovered the power of perlin noise and asked AI to build it for me. Not so hard if your model is good enough. And of course, I had to tweak a lot until I was

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@levelsio (@levelsio)

Apocalypse Drone 시뮬레이터가 32인 멀티플레이를 지원하도록 업데이트되었고, Conquest/CTF 모드와 절차적으로 생성되는 랜덤 맵이 추가됐다. 배틀필드처럼 매 라운드마다 다른 전장을 제공해 재플레이성을 크게 높인 점이 핵심이다.

https://x.com/levelsio/status/2049252969565290700

#gameai #simulation #multiplayer #proceduralgeneration #gaming

@levelsio (@levelsio) on X

🚁 My war drone simulator Apocalypse Drone now has support for 32 players! I also made it Conquest/CTF so you have multiple bases that you have to capture, each round the map is procedurally generated and random so every time it's different (like Battlefield) There's still some

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Random Fighter Aircraft Generator | Modeling | Unity Asset Store

Get the Random Fighter Aircraft Generator package from LargeLaser and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

I am going to give the PALE (Picture and Animation Library for Emacs) a try. Building it by hand, let’s see if I can get it working as a Linux Mint native build (no Guix or anything).

#tech #software #Emacs #Linux #Lisp #EmacsLisp #ProceduralGeneration

pale

Picture and Animation Library for Emacs

Codeberg.org

Now generating actual place names for ports on the map, rather than placeholders like "Port 123". They do appear to be in different languages, which is on purpose, and makes me happy.

Label placement needs to be improved, obviously.

#GameDev #IndieDev #IndieGame #ProceduralGeneration #ProcGen #GodotEngine #Godot

There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?

Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.

#ProceduralGeneration

I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊

https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/

#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

Around The World, Part 30: Making better waves

I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere. I’ve finally ported that over to the current version, and made some considerable improvements along the way. People told me it looks good, and I tend to agree. Let’s dive in!

There is something freeing about removing yourself from the component design process entirely. A pipeline builds one every day, tests it, ships it. The library develops character from rhythm, not planning.

#indiedev #gamedev #proceduralgeneration #automation

I really have to gush about how far my procedural 2D #rpg I've been making in #godot has come in. the past half a year. I just finished up the first pass at the looting UI for chests, which is one of the last features keeping the first biome from being truly playable. I've got two other important features on the backlog (one being the area boss) and i should have a solid demo!

#gamedev #proceduralgeneration #Godot4