ON OR OFF?!?! YOU DECIDE!!
More customization :D more FFun!?
#zoxel #flecs #proceduralgeneration #voxel
Lightning turrets have landed in the #towerdefense game I'm building for the #playdate. I may have to write up a deep dive into how I did this proc gen, as lightning is fun. #indiedev #pixelart #proceduralgeneration
Otin osaa SuomiGameHub:in gamejamiin ja yritin tehdä pelin, joka generoi Castlevanialta näyttäviä karttoja. Karttageneraattori ja perustason liikkuminen toimii, mutta aika loppui kesken. En saanu maailmatason koordinaattisysteemiä toimimaan ihan niinkun halusin, joten tässä julkaisussa ovien käyttäminen teleporttaa ympäri maailmaa vähän epälineaarisesti. https://mikeful.itch.io/kanavania #gamedev #gamejam #procgen #proceduralgeneration #castlevania
Kanavania by mikeful

Castlevania map generator experiment

itch.io

Big Hilbert Curves with Rainbow Confetti colour.  (Terminal Render)

#HilbertCurve #SpaceFillingCurves #ProceduralGeneration #Procedural #ProceduralArt

Built a little interactive reaction diffusion patch in #cablesGL @cables_gl

https://cables.gl/p/Mhnac6

#ProceduralGeneration #motionDesign #vj

Fun with Feedback by zuggamasta

Left click to disperse, right click to randomize colors.

cables

Here's a quick vid of the Rocket Dog level gen in action, which does a nice job of showing it getting caught in a dead end for a while and needing to rewind.

#indiedev #gamedev #proceduralgeneration

Taper 15 is live! You can check out my code poem here: https://taper.badquar.to/15/burning_the_candle.html

All of the entries in Taper are HTML and javascript with less than 2kb of source code.

#sizecoding #proceduralgeneration

New blog post is up! How I'm faking that my flat world is round, and how I'm keeping up 130 fps with a draw distance of 25 kilometers. At the end is the longest video I've ever published about this project.

https://frozenfractal.com/blog/2025/12/12/around-the-world-28-scaling-up/

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

Around The World, Part 28: Scaling up

Even though the in-game world is fairly small compared to Earth, I want it to feel big. Part of that is being able to see things that are far away.

Terrain Diffusion: A Diffusion-Based Successor to Perlin Noise in Infinite, Real-Time Terrain Generation

For decades, procedural worlds have been built on procedural noise functions such as Perlin noise, which are fast and infinite, yet fundamentally limited in realism and large-scale coherence. We introduce Terrain Diffusion, an AI-era successor to Perlin noise that bridges the fidelity of diffusion models with the properties that made procedural noise indispensable: seamless infinite extent, seed-consistency, and constant-time random access. At its core is InfiniteDiffusion, a novel algorithm for infinite generation, enabling seamless, real-time synthesis of boundless landscapes. A hierarchical stack of diffusion models couples planetary context with local detail, while a compact Laplacian encoding stabilizes outputs across Earth-scale dynamic ranges. An open-source infinite-tensor framework supports constant-memory manipulation of unbounded tensors, and few-step consistency distillation enables efficient generation. Together, these components establish diffusion models as a practical foundation for procedural world generation, capable of synthesizing entire planets coherently, controllably, and without limits.

arXiv.org