Interesting video: "Coding a procedural brick tower - Inigo Quilez" https://www.youtube.com/watch?v=DAMiS2PGTEE

#computergraphics #programming #proceduralgeneration

Coding a brick tower

YouTube

A bit more work on the river generator. Many tweaks and refinements to the lake/estuary placement. Many more parameters can now be set via the config file instead of hard coded. It can now do partial runs to just fractalize the coastline and divides so you can adjust them and refractalize until you get something you like before doing the rivers. It also now generates a rough set of watershed polygons.

#proceduralGeneration #fantasyMaps

None of this is a recording, and there's no game running underneath it. The entire world (terrain, trees, weather, the sun and moon, the whole day-and-night cycle) is created by a single piece of math that figures out, for every tiny dot on your screen, what should be there at that instant. Fly the camera in any direction and the landscape ahead is invented on the spot. Nothing about the world is stored anywhere; it's all calculated the moment you look at it. It was built iteratively over 30+ rounds in collaboration with Claude.

In addition to the images, in the comments there's a brief snippet of one flight through it. The world unfolds endlessly as the camera drifts.

#CreativeCoding #GenerativeArt #ProceduralGeneration #Shader #Voxel

Ever wanted to make a game that takes place in a procedurally generated world, but don't want to deal with the hassle of instantiating chunks as your player moves?

With my #fernweh library for #bevy, you declaratively define what chunks are made of, using the brand new Bevy scene system, and fernweh takes care of asynchronously computing and spawning/despawning them as needed.

Fernweh is *very* generic: it doesn't care if your game is 2D, 3D, or whatever else. *You* get to decide how to refer to chunks, *you* get to decide what chunks should be visible at what point, and chunks may be composed of *anything* that can be represented as a Bevy scene, that is, pretty much anything you could want (meshes, colliders, audio sources...).

https://crates.io/crates/fernweh

#rust #RustLang #BevyEngine #procgen #ProceduralGeneration #bsn

crates.io: Rust Package Registry

crates.io serves as a central registry for sharing crates, which are packages or libraries written in Rust that you can use to enhance your projects

GeneralRandom | Utilities Tools | Unity Asset Store

Use the GeneralRandom from Markus-Seidl on your next project. Find this utility tool & more on the Unity Asset Store.

Digital Planets | 3D Sci-Fi | Unity Asset Store

Elevate your workflow with the Digital Planets asset from Dmitry Andreev. Find this & other Sci-Fi options on the Unity Asset Store.

When creating procedurally generated levels in your game, don't be afraid to experiment with different techniques - from cellular automata to fractal-based algorithms. I've found it's often the imperfect, human-like results that add the most charm to the game world. Check out AIventure: Retro Dungeon Maps for Developers, now available on Gumroad (https://sinanista8.gumroad.com/l/mhnocw). #GameDev #ProceduralGeneration #GamedevTools
AIventure: Retro Dungeon Maps for Developers

Master the art of creating immersive and engaging retro-style dungeons for your games. AIventure provides a comprehensive guide to map design, including step-by-step checklists, key formulas and frameworks, and common mistakes to avoid. Learn how to create balanced maps, design unique encounters, and make the most of visual and audio cues. With AIventure, you'll be well on your way to creating unforgettable gaming experiences. --- 📥 After purchase, you will receive a download link for your PDF. ✅ Instant delivery ✅ Works on any device ✅ Lifetime access

Blade Forge: Dynamic Blade Fabricator | Modeling | Unity Asset Store

Get the Blade Forge: Dynamic Blade Fabricator package from Sebi115 and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

Marc André Ueberall - One seed to rule them all

Oh now it happens! A while ago I wrote that I will never write about something work related, even if this would be a private project... so, here we go.

Marc André Ueberall

Many adjustments. It now reads and writes GeoPackage features to get a template for the coastline and divides, and output the rivers, lakes, densified coastline, and some debugging info.

It also takes rasters to set precipitation, fractalness, and density and size of lakes and estuaries.

#proceduralgeneration #fantasymaps