Posts with #procgen

#procgen

Public posts on X that use #procgen.

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  1. Marian@marian42_
    I did some work on integrating my new tree generator into the WFC world. It uses collision info from nearby WFC blocks to determine where the tree can grow. Walkable areas are cleared too. This is still the Space Colonization Algorithm. #gamedev #procgen
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    759731
  2. Rune Skovbo Johansen →🦋🐘@runevision
    I've quietly made my LayerProcGen framework public: It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual. Up for taking it for a spin? Let me know what you think! #ProcGen
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    127152928.6K
  3. Rune Skovbo Johansen →🦋🐘@runevision
    Top: Game progression dependency graphs. Bottom: Spatial graphs that shows where things are in the world. A key for a locked gate is a direct dependency, but can be located far away spatially. Next step is making gameplay objects from the spatial graph nodes. #gamedev #procgen
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    1034340
  4. Marian@marian42_
    I made my city generator multithreaded and now it can generate a lot of geometry really fast. #gamedev #procgen
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    341121.1K
  5. Rune Skovbo Johansen →🦋🐘@runevision
    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! #ProcGen
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    166240027.2K
  6. Rune Skovbo Johansen →🦋🐘@runevision
    My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: Companion blog post: #ProcGen #vfx #GameDev
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    1510781767.8K
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