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A Worldsmith

@worldsmith.bsky.social

Writing articles about procedural generation on https://zero.re Trying to generate an entire city. Maybe more. Writing my own engine because I'm an idiot.

25 Followers  |  1 Following  |  8 Posts  |  Joined: 19.06.2024  |  1.2066

Latest posts by worldsmith.bsky.social on Bluesky

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I finally have a particle system that can be hot-reloaded. Much easier to iterate and test now.

Anyway, here are some flammen being werferred.
I'm surprised at the result, the base sprite is literally a few white circles slapped together.

#gamedev

10.11.2024 14:51 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It's slightly more expensive but that's not where the algorithm is spending its time anyway.

Essentially in the original version the boundary nodes are dense enough to "protect" the edges from node generation.

Directly computing the distance to the edges should be less parameter dependent.

05.11.2024 18:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I remember having issues with this, which fixed itself when subdividing the edges. I'm guessing it has to do with the minimum node distance ratio to the edge subdivision distance.
Or you could add a step calculating the distance to every edge of the boundary, that should fix it in all cases.

05.11.2024 18:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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Oh hey you can add videos now.
Here, have a moving floor using the Floret Pentagonal Tiling.
I find it slightly mesmerizing.

#gamedev

16.10.2024 19:28 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A 3D rendering of a 4-way crossroad using smooth bezier curves to generate the meshes.

A 3D rendering of a 4-way crossroad using smooth bezier curves to generate the meshes.

Got the street segments and sidewalks to generate meshes using Bezier curves. The road now looks much smoother when elevation changes. Like you could actually drive on it.
#procgen #gamedev

23.08.2024 16:06 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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The Worldsmith Project - Block assignment Overview of an algorithm to zone city blocks into different types

Procedural city generation, once again!
It's about assigning zone types to every block in our newly generated city road network.
#gamedev #procgen
zero.re/worldsmith/b...

21.08.2024 21:49 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Procedural city generation progress : multithreading
The city generation algorithm has been successfully offloaded to another thread, so now I can just move around while buildings and roads are being created in real time Procedural city generation progress : multithreading

City generation now lives on another thread so I can move around while they are being created. The two cities are 30km apart.
Second article on city generation should drop soon-ish on zero.re/worldsmith
Like, next week or something.
#procgen #gamedev
youtu.be/1HoozA0dA0E

09.08.2024 18:22 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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The Worldsmith Project - City map generation Overview of an algorithm to generate a network of city streets, using planar graphs and some simple constraints.

Finally starting my article series on procedural generation :
Starting with city map generation!
www.zero.re/worldsmith/r...
#indiedev #procgen

22.06.2024 19:43 β€” πŸ‘ 13    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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