51 Followers
130 Following
91 Posts

“When you want to know how things really work, study them when they're coming apart."

Developer. Atheist. Master of Bullshido.

LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year.

Check out the documentation work in progress and let me know if you have questions!
https://runevision.com/tech/layerprocgen/documentation/
#ProcGen

LayerProcGen: LayerProcGen

I guess I am officially a game* developer now! I've been through the whole process of researching, developing, testing, releasing in beta to users, following through on bug reports, and finally, today, the official release of my update in #SpaceEngine !
And I wrote an article about all of the science behind the update! Click here for nerd stuff:
https://spaceengine.org/articles/the-climate-model/

*Not technically a game, SpaceEngine is an interactive universe simulator. :)

The Climate Model: Behind The Scenes – Space Engine

As in "Twitter has gone down the..."?
I hear Elon is soliciting the user base for a new “X” logo for renaming the service. I’m afraid it’s going to end up looking something like this

Mike Doscher:

"Hard sci fi is when the writer knows some of the equations they’re entering bullshit values into"

Looks like I picked a good time to switch from Unity to Unreal Engine.

I wish I had done this several years ago, tbh. 😜

I just spent an hour "translating" something from perfectly good hlsl to a very ugly and far less readable UE Material Graph before the editor randomly crashed (which happens at least a dozen times per day) and I lost that work.

I just don't understand the big push for using graph-based editors to replace shader code.

It's not easier to read, it's not easier to write, it's a hell of a lot slower to do, and I am not at all convinced that it provides any value over code to artists or anyone.

Kitten break!

They will take over any chair 🤣