#Procedural generation
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wauzmons · 10 months ago
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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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arcanaexe · 2 months ago
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average-bisexual-furry · 3 months ago
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I am working on a floating island generator for a college class. What do yall think?
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daily-public-domain · 3 months ago
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Day 389: Fractal Tree, 2005
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link
–This image is part of the public domain, meaning you can do anything you want with it! (you could even sell it as a shirt, poster or whatever, no need to credit it!)–
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blake447 · 2 years ago
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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
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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
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Fifth, we perform an A* pathfinding algorithm to connect points on the delauney triangulation through the neighborhood graph
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Finally, if we didn't traverse through a room, we can remove it to simplify the dungeon into something a little less dense
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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.
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wgwgsa · 5 months ago
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"MY GOD, WHAT HAVE THEY DONE TO YOU?"
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somerandev · 7 months ago
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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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wordchanter · 3 days ago
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3 Random Deities
Grigor the draconic demigod of summer and twilight. They expect to receive daily prayers. Followers of Grigor are granted the ability to heal wounds.
Destomen the minotaurian god of the sea and the sky. They are associated with hounds; the color garnet; and sunstones. They require that all labor to be dedicated to them. Followers of Destomen are cursed with the ability to throw their voice.
Anni the gnomish goddess of harvesting, theives, elephants and planing. They are associated with the color green.
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pixylphetamine · 4 months ago
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Alien glyphs alt version
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sketchshroom · 9 months ago
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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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wauzmons · 11 months ago
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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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corgicabal · 3 months ago
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a tiny procedural animation experiment 👀
where should it go from here?
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average-bisexual-furry · 6 months ago
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My low poly, procedurally generated, space game now has clouds on some planets.
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your-final-answer · 12 days ago
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Procedural shooter progress: (this game will have no data!). Did some work on outdoor environments. Frame rate is a bit unsteady in places but nothing optimized yet (there's a long way to go.). Every pixel, vertex, etc here is generated on the fly!
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blake447 · 2 years ago
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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)
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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
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auranym · 2 years ago
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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!
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