#Procedural generation
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Elysian Mesh now supports "layouts", making it possible to place objects along circles, splines or other mathematical shapes!
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Squidolus [Day:2140 Hour:0]
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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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"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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🏪 Day 67 of Game Dev for 🫱Teleport Man🫲
More procedural mall generation stuff!
• Automatic store-front sign placements.
• Random doorway/room shapes (I need to make more of the doorways bigger or add windows tho).
• Generation based on room dimensions. Right now it just places a light in top center, but will be used to make room contents next!
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My low poly, procedurally generated, space game now has clouds on some planets.
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4 Random Mega-corporations
Interstellar Multi-optical Federation Primary industries: artificial vegetables, bio-mechanics, and artificial meats Tax avoidance strategy: refund/incentive/credit leverage program Competition management approach: covert targeted violence
Rikaleri-Mastingt-Daphnesc Services Primary industries: defense materials, security services, and combat materials Tax avoidance strategy: alternative accounting methods Competition management approach: supply chain disruption
9 Electrum Waterbugs Ventures Primary industry: educational media services Tax avoidance strategy: aggregated blackmail database Competition management approach: enforced monopoly
United Assembly Conglomerated Primary industry: long-term storage services Tax avoidance strategy: loss carry-over coordination and cryptocurrency market control Competition management approach: financial devestation
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I added a player character The player literally just uses the default player script the Godot engine gives you by default
You can move, jump, and reload the level
Trust me, it will look better soon
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Good [crackalackin] news, my [Homeslices].
I have authored a [way to the promised land].
The [promised land] is available when you click on this [Hyperlink]:
https://github.com/wubmush/woomyband
It will [slice and dice] new combinations of [biosolids] that your eyes have never sizzled befizzle, fo' sure daaaawg!
![Tumblr media](https://64.media.tumblr.com/66cdea1d8a1b6c7a310d511d7545e8eb/4f194f7e3463d67b-ff/s1280x1920/98422a7cf4abc6e1fa0c9e6e6e32d8b3bb191d48.jpg)
#splatoon#procedural generation#splatoon idols#inkling#octoling#woomy#github#generator#commander tartar#digital art#neon#sketching
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This video counts today as 2 renders right... Please
This took me 2 days of trial and error
#blender render#blender#blender animation#3D animation#blender 3D#procedural art#procedural generation#GOD PLEASE DON'T MAKE ME DO ANOTHER ANIMATION (I will do another animation)
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Procedural tree trunk, making use of the new spline component in Elysian Mesh. Huge step towards a proper plant editor.
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Squidolus [Day:2103 Hour:0]
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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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Silt Spawn is really coming together! :D
I added so much since the last update: a "new game" animation (seen above), save files with autosave, hunger mechanics and animations, and more!
#auroras originals#game dev#gamedev#indie dev#indiedev#indie game dev#indie games#pixel art#pixelart#procedural generation#artists on tumblr#art#godot engine
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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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Day 258: Swirls
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–These images are part of the public domain, meaning you can do anything you want with them! (you could even sell it as a shirt, poster or whatever, no need to credit them!)–
#public domain#art#copyright#free art#open source#flickr#flickblr#creative commons#no copyright#geometric abstract#geometry#geometric patterns#geometric#pattern#geometric art#swirl#swirls#math#mathematica#mathematics#abstract#abstract art#abstracart#art abstrait#proceduralart#procedural generation
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