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#procgen

3 posts2 participants0 posts today

I finally managed to apply the erosion filter to my game's terrain.

1st image is without erosion.

2nd image is applying erosion naively. The high-frequency details confuse the erosion filter and creates lots of little spikes.

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.

#ProcGen GameDev

I learned of a cool erosion noise function from 2023 (link in reply) and wondered how it would feel in my game. First impressions:

1) It's fast for erosion, but quite slow for a noise function.
2) It looks nice from afar but doesn't make environments more satisfying to explore.

But I've only scratched the surface of how it could be tweaked.
#GameDev #ProcGen

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.