procedural generation
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Mandelbrot Explorer: 80-bit x87 FPU, OpenMP Multithreading, and Smooth SSAA
https://redd.it/1rz2fmu
@proceduralgeneration
Mario world map generated from global terrain data
https://redd.it/1rzwnzd
@proceduralgeneration
Help! I'm trying to simulate stars but can't figure it out

How can I generate positions of stars from a seed? I have a center position and seed but have no idea how ill get the actual positions. To avoid massive distances I thought of generating directions and compressed distances to avoid huge numbers being sent to my shader.

https://redd.it/1s6pa07
@proceduralgeneration
Shipping indie tools taught me that “feature complete” is the wrong milestone

I’ve found the hardest part of shipping professional game dev tools as an indie isn’t the algorithm — it’s the *productization*.

When I was building a rule-based scatter system, the core idea was straightforward: biome zones, density modes, and HISM instancing. The real work was everything around that. A tool can be technically impressive and still feel unusable if it doesn’t survive real production pressure.

A few lessons that mattered a lot:

* **Make the first workflow dead simple.** If a user can’t get a result in minutes, they won’t trust the tool.
* **Ship presets, not just systems.** The difference between “here’s a scatter engine” and “here’s 10 built-in presets for common use cases” is huge.
* **Optimize for iteration speed.** I care less about a clever architecture than whether the artist can block out, adjust, and re-run without friction.
* **Document the edge cases.** The weird stuff is what breaks confidence: instancing limits, density conflicts, biome overlap, parameter interactions, etc.
* **Treat stability as a feature.** In production, “it usually works” is not good enough.

One thing I’ve learned the hard way: the best tools don’t just generate content, they reduce decision fatigue. If every parameter feels like a research project, you’ve already lost. The goal is to make the *default path* good enough that people only tweak when they need to.

That’s also why performance numbers matter, but only in context. Saying “100K+ instances per second” is nice; what really matters is whether that speed translates into a fast, confidence-building iteration loop for actual level work.

For indie toolmakers: what’s been harder for you — the underlying tech, or making the tool feel production-ready?

https://redd.it/1s6t7h9
@proceduralgeneration