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

I realized that by varying the mapping from character classes (roughly, phoneme groups) to characters, I can generate the same word/name as different language speakers would spell it.

For example, in mock-Arabic a city could be called Frykult, whereas in mock-Spanish it would be called Fgicolt instead.

This has gameplay potential!

This feature comes for free with my #ProcGen approach outlined on https://frozenfractal.com/blog/2024/8/9/around-the-world-19-constructing-languages/

#ProceduralGeneration #language #ConLang

I added an example to my tiny #Bevy #ProceduralGeneration library, #fernweh , demonstrating how one may use it to implement "layered" chunk-based procedural generation, that is, procedural generation where some data is shared across several chunks. This is typically useful for large-scale terrain features.

The example below works in a similar way as in the previous toot: chunks are represented by colorful polygons, chunks close to the player (the white disk) get spawned, chunks far away get despawned, and there is an artificial delay to simulate expensive computations.

The difference is now chunks are grouped in groups of four chunks which share data (namely, a color — blue or red). The point is that data is only computed once, even though it is used by several chunks.

Fernweh is very flexible, so it is possible to use the same approach to group groups into even larger groups, or group chunks one way for one type of data, and another way for another type of data...

Keep in mind, though, that this relies on a yet unreleased Bevy feature, scenes (very likely to land in Bevy 0.19).

https://codeberg.org/glocq/fernweh/src/branch/next-gen-scenes

#rust

Little Tuesday Amiga Stream dives into Spelunky level generation! Watch how the tutorial's rocks and gold nuggets are randomized—tiny touches that make levels feel alive. Great peek at procedural design on Amiga hardware. #Spelunky #Amiga #GameDev #ProceduralGeneration #LevelDesign #RetroGaming #IndieGames #English
https://mytube.malenfant.net/videos/watch/e57c8889-53bf-464b-8542-1a609455df69
Little Tuesday Amiga Stream - Spelunky Level Generation

PeerTube