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#procgen

3 posts2 participants0 posts today
Rune Skovbo Johansen<p>I finally managed to apply the erosion filter to my game's terrain.</p><p>1st image is without erosion.</p><p>2nd image is applying erosion naively. The high-frequency details confuse the erosion filter and creates lots of little spikes.</p><p>3rd image is applying the erosion to low frequency parts of the terrain only, and adding the high frequency details afterwards. Plus some parameter tweaks to make peaks less sharp and add a third erosion octave.</p><p><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> GameDev</p>
Rune Skovbo Johansen<p>The terrain above is based on an erosion noise implemented by clayjohn and Fewes in this Shadertoy:<br><a href="https://www.shadertoy.com/view/7ljcRW" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">shadertoy.com/view/7ljcRW</span><span class="invisible"></span></a></p><p>It's really impressive, more people doing terrain generation should know about it!<br><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a></p>
Rune Skovbo Johansen<p>I learned of a cool erosion noise function from 2023 (link in reply) and wondered how it would feel in my game. First impressions:</p><p>1) It's fast for erosion, but quite slow for a noise function.<br>2) It looks nice from afar but doesn't make environments more satisfying to explore.</p><p>But I've only scratched the surface of how it could be tweaked.<br><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a></p>
afreytes 🇵🇷 ☭<p>Which videogame, in your opinion, has the best procedurally generated 3D/Spatial dungeons or interiors or instanced levels?</p><p>I think there was a recent (post-COVID) videogame that had excellent procgen levels but I don't remember its name now.</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a></p>
Karsten Schmidt<p>My son's becoming a true master with <a href="https://mastodon.thi.ng/tags/WorldPainter" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WorldPainter</span></a> &amp; <a href="https://mastodon.thi.ng/tags/WorldMachine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WorldMachine</span></a> and has been creating some stunning and super detailed landscapes (not just alpines ones) for <a href="https://mastodon.thi.ng/tags/Minecraft" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Minecraft</span></a>/Ardacraft/Conquest Reforged... Btw. He's also accepting commissions, wink, wink...</p><p>Download link for one his latest maps in this post:<br><a href="https://mastodon.gamedev.place/@Nekso/114750912762833010" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">mastodon.gamedev.place/@Nekso/</span><span class="invisible">114750912762833010</span></a></p><p><a href="https://mastodon.thi.ng/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.thi.ng/tags/Terrain" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Terrain</span></a> <a href="https://mastodon.thi.ng/tags/WorldBuilding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WorldBuilding</span></a> <a href="https://mastodon.thi.ng/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.thi.ng/tags/ScreenshotSaturday" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ScreenshotSaturday</span></a></p>
Rune Skovbo Johansen<p>Here's a fly-by with the new trees. The fact that they cast/receive shadows even in the distance makes a huge difference compared to the old Unity billboard ones, which destroyed the sense of depth in the distance.<br><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a></p><p>(Video of old trees here: <a href="https://mastodon.gamedev.place/@runevision/112186261304893345" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">mastodon.gamedev.place/@runevi</span><span class="invisible">sion/112186261304893345</span></a>)</p>
thomastc | frozenfractal<p>Trying to write an algorithm to detect whether my procedurally generated world can be sailed around. This is surprisingly tricky!</p><p>Look at the attached map. It wraps around on the left and right. Blue is sea, which is guaranteed to be a single connected component.</p><p>🧵 1/</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/topology" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>topology</span></a></p>
Rune Skovbo Johansen<p>I got translucency working on the trees ☀️🌳</p><p>Hell yeah, let's stroll! </p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a></p>
Grogpod Roguelike Podcast<p>Great 30 min review of the classic game NetHack </p><p><a href="https://youtu.be/fD4iVonPFl8" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/fD4iVonPFl8</span><span class="invisible"></span></a></p><p><a href="https://mastodon.gamedev.place/tags/nethack" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>nethack</span></a> <a href="https://mastodon.gamedev.place/tags/roguelike" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelike</span></a> <a href="https://mastodon.gamedev.place/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://mastodon.gamedev.place/tags/dnd" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>dnd</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiegame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiegame</span></a> <a href="https://mastodon.gamedev.place/tags/opensource" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>opensource</span></a> <a href="https://mastodon.gamedev.place/tags/procgen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>procgen</span></a> <a href="https://mastodon.gamedev.place/tags/ascii" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ascii</span></a></p>
thomastc | frozenfractal<p>New blog post is up! Hydraulic erosion algorithms: what worked and also what didn't work. <a href="https://frozenfractal.com/blog/2025/6/6/around-the-world-23-hydraulic-erosion/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">frozenfractal.com/blog/2025/6/</span><span class="invisible">6/around-the-world-23-hydraulic-erosion/</span></a></p><p><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/IndieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieDev</span></a> <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a></p>
thomastc | frozenfractal<p>And now reimplemented in Rust in the actual game as well.<br><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/IndieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieDev</span></a> <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a></p>
Judith van Stegeren<p>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:</p><p><a href="https://tomcreighton.com/Philateleology/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">tomcreighton.com/Philateleolog</span><span class="invisible">y/</span></a></p><p>Tom's project was written in PHP 🤯 but I might try something similar in Processing.</p><p><a href="https://fosstodon.org/tags/generativeart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeart</span></a> <a href="https://fosstodon.org/tags/procgen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>procgen</span></a> <a href="https://fosstodon.org/tags/bots" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>bots</span></a> <a href="https://fosstodon.org/tags/creativecoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativecoding</span></a> <a href="https://fosstodon.org/tags/creativebots" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativebots</span></a></p>
thomastc | frozenfractal<p>Oh dear, I'm still working on erosion. For quick experimentation, I've even broken out <a href="https://mastodon.gamedev.place/tags/Python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Python</span></a>, <a href="https://mastodon.gamedev.place/tags/Jupyter" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Jupyter</span></a>, <a href="https://mastodon.gamedev.place/tags/numpy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>numpy</span></a> and <a href="https://mastodon.gamedev.place/tags/matplotlib" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>matplotlib</span></a>.</p><p>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.</p><p>Where will this end?</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/IndieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a></p>
Rune Skovbo Johansen<p>I can finally work on my procedural creature parametrization again, now on a much better foundation.</p><p>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.<br><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a></p>
thomastc | frozenfractal<p>Hmm, generating good hashes for use in simplex noise is surprisingly expensive. Has anyone ever tried using the CRC32 instructions that come with SSE4.2 for this? They only take 1 clock cycle, much faster than anything I've come up with.<br><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/assembly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>assembly</span></a></p>
thomastc | frozenfractal<p>Who said simplex noise can't be made tiling?</p><p>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.</p><p>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.</p><p><a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a></p>
juulcat<p>Path traced procedurally generated <a href="https://mastodon.gamedev.place/tags/voxel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>voxel</span></a> world with the atmosphere volumetric shadows we fixed in the beta.<br>Download <a href="https://mastodon.gamedev.place/tags/Avoyd" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Avoyd</span></a> Voxel Editor and Renderer: <a href="https://www.enkisoftware.com/products" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">enkisoftware.com/products</span><span class="invisible"></span></a> </p><p><a href="https://mastodon.gamedev.place/tags/voxelArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>voxelArt</span></a> <a href="https://mastodon.gamedev.place/tags/3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3d</span></a> <a href="https://mastodon.gamedev.place/tags/MastoArt3D" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MastoArt3D</span></a> <a href="https://mastodon.gamedev.place/tags/art" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>art</span></a> <a href="https://mastodon.gamedev.place/tags/digitalArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>digitalArt</span></a> <a href="https://mastodon.gamedev.place/tags/PathTracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PathTracing</span></a> <a href="https://mastodon.gamedev.place/tags/render" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>render</span></a> <a href="https://mastodon.gamedev.place/tags/gameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameDev</span></a> <a href="https://mastodon.gamedev.place/tags/indieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indieDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/VoxelEditor" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VoxelEditor</span></a></p>
Blake Patterson<p>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.)</p><p>And the game is now on sale.</p><p><a href="https://www.youtube.com/watch?v=75bfyy-XkQg" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=75bfyy-XkQ</span><span class="invisible">g</span></a></p><p><a href="https://oldbytes.space/tags/NoMansSky" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NoMansSky</span></a> <a href="https://oldbytes.space/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://oldbytes.space/tags/gamers" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamers</span></a> <a href="https://oldbytes.space/tags/games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>games</span></a> <a href="https://oldbytes.space/tags/SciFi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SciFi</span></a> <a href="https://oldbytes.space/tags/procgen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>procgen</span></a> <a href="https://oldbytes.space/tags/Steam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Steam</span></a> <a href="https://oldbytes.space/tags/PCgaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PCgaming</span></a> <a href="https://oldbytes.space/tags/PS4" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PS4</span></a> <a href="https://oldbytes.space/tags/PS5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PS5</span></a> <a href="https://oldbytes.space/tags/Xbox" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Xbox</span></a> <a href="https://oldbytes.space/tags/Switch" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Switch</span></a> <a href="https://oldbytes.space/tags/NintendoSwitch" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NintendoSwitch</span></a> <a href="https://oldbytes.space/tags/macgaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>macgaming</span></a> <a href="https://oldbytes.space/tags/AppleSilicon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AppleSilicon</span></a> <a href="https://oldbytes.space/tags/gamenews" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamenews</span></a> <a href="https://oldbytes.space/tags/videogames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>videogames</span></a> <a href="https://oldbytes.space/tags/exploration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>exploration</span></a> <a href="https://oldbytes.space/tags/NMS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NMS</span></a> <a href="https://oldbytes.space/tags/video" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>video</span></a></p>
Blake Patterson<p>Scenes from this week's travels in No Man's Sky</p><p><a href="https://oldbytes.space/tags/NoMansSky" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NoMansSky</span></a> <a href="https://oldbytes.space/tags/NMS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>NMS</span></a> <a href="https://oldbytes.space/tags/SciFi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SciFi</span></a> <a href="https://oldbytes.space/tags/procgen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>procgen</span></a> <a href="https://oldbytes.space/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://oldbytes.space/tags/games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>games</span></a> <a href="https://oldbytes.space/tags/gamers" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamers</span></a> <a href="https://oldbytes.space/tags/screenshot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>screenshot</span></a> <a href="https://oldbytes.space/tags/virtualphotography" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>virtualphotography</span></a> <a href="https://oldbytes.space/tags/gametography" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gametography</span></a> <a href="https://oldbytes.space/tags/PS5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PS5</span></a> <a href="https://oldbytes.space/tags/PS4" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PS4</span></a> <a href="https://oldbytes.space/tags/Xbox" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Xbox</span></a> <a href="https://oldbytes.space/tags/Switch" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Switch</span></a> <a href="https://oldbytes.space/tags/PCgaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PCgaming</span></a> <a href="https://oldbytes.space/tags/Steam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Steam</span></a> <a href="https://oldbytes.space/tags/exploration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>exploration</span></a> <a href="https://oldbytes.space/tags/HelloGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HelloGames</span></a></p>
bleeptrack<p>All the shapes ❄️<br><a href="https://vis.social/tags/procgen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>procgen</span></a> <a href="https://vis.social/tags/genart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>genart</span></a></p>