Procedural tree and boulder sprite generation - write-up & standalone TypeScript library
https://redd.it/1rx8orf
@proceduralgeneration
https://redd.it/1rx8orf
@proceduralgeneration
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I'm a solo dev building a motorsport management sim in Rust — every circuit is procedurally generated, every race runs on real physics, and the career world never stays the same
https://redd.it/1rx31s2
@proceduralgeneration
https://redd.it/1rx31s2
@proceduralgeneration
Thousands of biped bots, one box mesh, one draw call. A crowd is just a matrix multiplication problem (C++/OpenGL/GLSL)
https://youtu.be/tp9WSIlRKKw
https://redd.it/1rxe4au
@proceduralgeneration
https://youtu.be/tp9WSIlRKKw
https://redd.it/1rxe4au
@proceduralgeneration
YouTube
Thousands of biped bots, one draw call. A crowd is just a matrix multiplication problem
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Testing the limits of structured scenario generation. Give me your weirdest world concepts.
We are currently testing the AI World Forge for a simulation game we are building.
The Forge allows you to write a plain-language world pitch, and it generates a structured scenario draft. This includes the introduction, specific locations, factions, institutions, and opening pressures.
Because the game runs on a persistent simulation engine, actions made and developed always happen according to a timeline and are remembered so that past decisions can influence the future. We have tested standard settings like ancient laborers and drowned-city smugglers, but we need to see how the system handles highly unusual historical years, custom time cadences (like fictional planetary cycles), and bizarre faction politics.
If you want to try breaking the Forge with a complex world concept, I have put the link to the alpha in the comments. You can forge a draft, review the resulting metadata, and see if the world systems accurately reflect your pitch.
https://redd.it/1rz031j
@proceduralgeneration
We are currently testing the AI World Forge for a simulation game we are building.
The Forge allows you to write a plain-language world pitch, and it generates a structured scenario draft. This includes the introduction, specific locations, factions, institutions, and opening pressures.
Because the game runs on a persistent simulation engine, actions made and developed always happen according to a timeline and are remembered so that past decisions can influence the future. We have tested standard settings like ancient laborers and drowned-city smugglers, but we need to see how the system handles highly unusual historical years, custom time cadences (like fictional planetary cycles), and bizarre faction politics.
If you want to try breaking the Forge with a complex world concept, I have put the link to the alpha in the comments. You can forge a draft, review the resulting metadata, and see if the world systems accurately reflect your pitch.
https://redd.it/1rz031j
@proceduralgeneration
Reddit
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Mandelbrot Explorer: 80-bit x87 FPU, OpenMP Multithreading, and Smooth SSAA
https://redd.it/1rz2fmu
@proceduralgeneration
https://redd.it/1rz2fmu
@proceduralgeneration
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I added a Cloud and Atmosphere Simulation to my Procedural Planets
https://redd.it/1rz92hj
@proceduralgeneration
https://redd.it/1rz92hj
@proceduralgeneration