New blog post is up! Hydraulic erosion algorithms: what worked and also what didn't work. https://frozenfractal.com/blog/2025/6/6/around-the-world-23-hydraulic-erosion/
I love this cute generative art project that makes colorful stamps by Tom Creighton. The bot is unfortunately offline, but there's still a blogpost about it here:
https://tomcreighton.com/Philateleology/
Tom's project was written in PHP but I might try something similar in Processing.
Oh dear, I'm still working on erosion. For quick experimentation, I've even broken out #Python, #Jupyter, #numpy and #matplotlib.
Here's a neat picture showing that something is working a little bit, although I think usually rivers are lower than the surrounding terrain, not higher.
Where will this end?
Current look of my procedural creature generation. Some progress - more of them look quite decent now, though there are still frequent artefacts and unacceptable results. (Yes yes I know, shipit! etc.) Classic procedural generation; no AI involved.
#ProcGen
an accumulation of screenshots from testing my procedural brutalist city...
it's coming together!
rn this is focused on generating building placement so that it is interesting to explore, and the building overlap is compelling. lots to do still
~
#GameDev #GameArt #Procgen #UnrealEngine #IndieDev
I can finally work on my procedural creature parametrization again, now on a much better foundation.
After working on parametrization matrix math and custom tools for the past five weeks, the results are coming together. Here's a demo of my derived parametrization tool.
#ProcGen
Who said simplex noise can't be made tiling?
Align one axis of the simplex grid (just a triangle grid in 2D) with the x axis, stretch it slightly on the y axis (8 * ½ * sqrt(3) = 6.93, almost 7), and mod the grid indices appropriately so that corresponding points in different tiles end up with the same hash value.
Another good size is 13x13, which needs only 0.1% stretch (15 * ½ * sqrt(3) = 12.99). But in practice, the stretch is almost unnoticeable anyway.
Path traced procedurally generated #voxel world with the atmosphere volumetric shadows we fixed in the beta.
Download #Avoyd Voxel Editor and Renderer: https://www.enkisoftware.com/products
The No Man's Sky: Worlds Part II lengthy release page full of screenshots and details of all that has been added to the game in this update:
Here, in the game's 9th year, Hello Games has dropped possibly the largest No Man's Sky update ever released. (And, of course, it's free.)
And the game is now on sale.
Laser cutting paper is extremely satisfying!
Except you have that little piece that gets stuck somewhere and covers the path
#generativeart #procgen
Some progress with the procedural animation (bottom), although it's still pretty rough. And I'm cheating a bit here, copying the "footplate" positions directly from the reference animations while I'm focusing on other things like inverse kinematics.
#ProcGen
I wanted to do a side-by-side comparison of my procedural animation to hand-authored animations on some models I bought. This is so I can better study what I need to improve.
When I got my comparison tool running for the first time, this is what I was greeted with! A bug with the step-height it seems.
(Sound track: "Entrance of the Gladiators") #procgen