#procgen
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Can you find your way through my maze?
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Procedural Dungeon Generation
Alright~ After much work we have finally completed our dungeon generation algorithm. First, we generate the rooms, separate them using a separation steering algorithm.
Second, we generate a graph that represents connections between the various rooms
Third, we perform what is known as Delaunay Triangulation, in which we evaluate pairs of triangles and swap their shared edge if it fails a test boiled down to a simple matrix determinant evaluation Fourth, we construct a Graph of connectivity from the Delaunay triangulation
Fifth, we perform an A* pathfinding algorithm to connect points on the delauney triangulation through the neighborhood graph
Finally, if we didn't traverse through a room, we can remove it to simplify the dungeon into something a little less dense
There are some extra things we can do here and there, and bugs and edge cases to iron out here and there, but for now, we have a pretty neat little dungeon generator. The next step is to actually procedurally generate the rooms and then use the connectivity graphs to implement game logic and whatnot, but that we will save for another time.
#procgen#procedural generation#gamedev#game dev#game development#unity3D#progblr#mathblr#graph theory#Delaunay triangulation#pathfinding#algorithms#mathematics#programming#math#Good fucking god that was way more difficult than I expected it to be
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Last week I started playing a bit with generating the asteroids shapes for Ship Miner with a bit of procgen and it is super fun and rewarding.
I was already doing procgen for the minerals spots but the asteroid shapes were predefined since I wanted to control that in order to find the core loop of the game. Now that I have some core loop defined, I can create the shapes considering that.
But one difference now is I wanted to have something visual, consistent (control the seed) and be able to do step by step, so if something goes wrong with the generation, I can adjust the logic and test again and see where it is failing, etc.
Next step is to try to integrate the minerals generation into the shape process and also visualize that better since not having visualization and replication makes procgen super harder.
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"MY GOD, WHAT HAVE THEY DONE TO YOU?"
#wgwgsa#six tenants killing one homeowner six times over#procgen#procedural art#procedural generation
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I can't find much at all about these systems, just scant references to them in theses about plant development and such. Finding a proof of Turing completeness for 2L was difficult, I'm not sure if anyone's proven a strict 1L like (1, 0)-L Turing complete before me (I would like to be shown wrong though).
The smallest known universal machine has 168,022 replacement rules (compiled from a 19 rule machine).
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FUMES has reached another big milestone on its road!
New update is available as free demo on Steam!
WISHLIST ME!
https://store.steampowered.com/app/1920430/FUMES/
#indie games#indiedev#gamedev#retrogaming#psx#video games#vehicular combat#old cars#procgen#madewithunity#steam games#steam#FUMESgame#FUMES
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Watabou's Cave/Glade Generator
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I have an interesting relationship with procedural generation. I fix this bug, then a few days later it magically makes an appearance again!
#gamedev#indiedev#indiegame#indiegamedev#pixel art#proceduralart#procedurally generated#procgen#rustlang
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ted chiang calling it applied statistics makes it so much clearer what's going on in each use case, whether that's image and audio compression, nonphotorealistic renders and shaders, markov chain chatbots (their rebrand has been weird) or procgen image boards. the difference really is consent and consent really is all that matters.

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Walk in the Woods
Uhhhhh this is a normal woods, right?
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Look at this space cloud I made.
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Alright! Delaunay triangulation is officially, properly implemented. Notable roadblocks: Some boolean logic was terminating early because I one-lined it improperly A random test case was running on update constantly messing up the triangulation, causing me to question my sanity as I desperately figured out why it was flipping things back and forth Swizzling and figuring out the order the elements had to go into the matrix. At the very least, they have to be ordered counterclock wise, and just for good measure I matched the order to this diagram (again, courtesy of wikipedia)
And finally, we no longer needed a test for convexity as the Delaunay process handles that case as well! meaning it was actively getting in the way of the algorithm and had to be removed! Super excited to move on from this nightmare
#math#progblr#programming#gamedev#procgen#procedural generation#Delaunay triangulation#triangulation#graph theory#unity3D#mathematics#mathblr
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"I USED UP MY DREAMS AND MY WISHES"
#wgwgsa#six tenants killing one homeowner six times over#procgen#procedural art#procedural generation
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"HIS FINGERS ARE PAPERY ON MY THIGHS"
#wgwgsa#six tenants killing one homeowner six times over#procgen#procedural art#procedural generation
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Can you find your way through my maze?
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