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

Viikonloppuna oli Finnish Folklore Game Jam ja tein tällaisen tarinasimulaattorikorttipelin jamin aikana. Tuntui pelitesteissä ihan hyvältä, mutta vaatii vielä töitä että saa sulavammaksi. https://mikeful.itch.io/folklore-story-deck #ttrpg #rpg #folklore #proceduralgeneration
Folklore story deck by mikeful

Collaborative card game simulating folklore story beats

itch.io

End-to-End Procedural Generation in Caves of Qud (2019)

https://www.youtube.com/watch?v=jV-DZqdKlnE

#Games #ProceduralGeneration #IndieGame

End-to-End Procedural Generation in Caves of Qud

YouTube

We got to present cables.gl at the Everything Procedural conference in Breda this year! What a great vibe and line-up, with entire cities generated for Cyberpunk 2077, procedural dragons grown in Houdini and a recreation of Arrakis's desert for Dune.

Happy 10th anniversary to the EPC team and thanks to everyone who joined our session!

#EverythingProcedural #ProceduralGeneration #CreativeCoding #cablesgl

I'm getting tired of hearing my GPU fans spin up when I run my game because it can barely keep up a steady 75 fps. Time for some optimizations!

One cause: at a view distance of 25 km, chunks of 2×2 km are both too small (too many draw calls) and too big (too much faraway detail). So instead of fixed-size chunks, I'm implementing a quadtree.

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

Instead of the #politicalcompass, or an actual compass, here's a #geomorphalogicalcompass.

#fantasymaps #proceduralgeneration

Improved the lake generation so it's less "blobby". Before I started at a point and picked a "size" (based on flow) and worked my way upstream by at the size number of segments, reducing backtracking randomly more so on lower flow tributaries. Then dissolve the voronoi cells.

The new algorithm takes the convex hull of the cells on a segment, and also sometimes goes downstream the same way, then dissolves all of the hulls. and does a negative buffer.

#fantasymaps #proceduralgeneration

I dug out some code I wrote 10 years ago for generating fictional river networks, and cleaned up the bit rot, and did a bit more work on it. I cleaned up the fractal densification function and made a PR to #JTS with it.

#fantasymaps #proceduralgeneration

I'm having some actual fun playing my game, buying maps with cheated gold and using them to find new islands. This core mechanic clearly works, even if it's super bare bones at this point.

I should really consider streaming some of this playtesting. There are some glaringly obvious problems I want to address first, but they are easy to fix. After that, I'll have no excuse to be shy anymore.

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

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.