The Big Procedural Game Journal

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It's not the 'Journal' that's big - but the game ;) This blog is for detailing my slow progress towards making a Big Procedural Game.

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16 entries
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nukomod
June 12, 2018
Planet Generation Plans

 

Hey all!

This time I'm going to write a little about my plans for generating planets. This entry won’t go into any specific details of the terrain generation but will be just a very high level overview of the basic framework. I don't think any of the ideas in here are new.. the procedu…

8,364 views
nukomod
May 16, 2018
Random Progress - May 2018

I've being progressing a few random things.

Generators That Don't Make Models 

First up I added a JSON visualiser so I can browse the output of generators that don't create 3D models. There will be plenty of these kicking about.

I'm using JSONViewer by Roman Makudera to do this f…

1,806 views
nukomod
May 01, 2018
Debug Text

Having decent tools to debug the generators is crucial. One of the tools I always like to have is lots of debug rendering features. Putting debug text in the world is a big part of that, so I need ThreeJS to do that for me. ThreeJS has some nice stuff built in but I don't want to add dependencie…

2,108 views
nukomod
April 26, 2018
Generator Testbed V6 Video

 

This video is showing early work on my procedural generation test bed. Everything is in javascript using ThreeJS and ThreeCSG.

0:00 - Starts with a cube generator and overriding its input parameters to change it's size.

0:12 - Showing a geometry subtraction test. This us…

1,858 views
nukomod
April 17, 2018
Prototyping In Javascript

I've shifted the project from C++ to JavaScript during this prototyping phase.  I've done this for a few reasons:

  • This makes the project incredibly portable, allowing me to work on it on different devices easily.
  • Prototyping in JavaScript is easy.
  • Threejs is cool and easy to use…
2,071 views
nukomod
November 06, 2014
Expanding Earth Theory
A good while ago I stumbled across this video on youtube about a theory that the earth grew in size and the tectonic plates 'float' on top of this expanding sphere.

[media][/media]

Now despite this being somewhat scientifically questionable it did get me thinking that it might be fun to model a proce…
2,870 views
nukomod
September 10, 2014
Code Status & Geodesic Spheres
This time I'm giving an update on the status of the code itself. It's still early days but at the moment I've been working on mesh generation helper code. The first mesh generation function I have working is for geodesic spheres, a cool piece of geometry!

It's built from an icosahedron as the base w…
2,243 views
nukomod
August 29, 2014
Scripting Languages
Scripting languages can be a can of worms. I want to make sure I open that can for the right reasons!

I want the code that does any heavy lifting of the generation to be in C++ for performance reasons (and debugging!). I also want the generation steps of objects to have rapid iteration in a forgivin…
2,100 views
nukomod
August 28, 2014
Changing the universe
To make a universe more than just a static diorama things have to change. Time should have an effect, so planets spin and the sun can rise, but more importantly the players actions should have an effect.

If the player gets their hands on a planet destroying super weapon it would be very unsatisfying…
1,926 views
nukomod
August 26, 2014
Coordinates & Compressed Space
Having a big universe to play in is going to require some thought into how to locate things.

The Milky Way is 120kly (ish) according to Wikipedia. That's kilo-light years. That sounds big! Ok lets say I want to positiom things with millimetre accuracy. A light year is 9.4605284 x 10^18 millimetres (…
2,148 views
nukomod
August 24, 2014
Narrative Generation Overview
The narrative generation will work within high level constraints placed by the player. Or the Plyer can leave it to be entirely random.

The UI for this will be a page of simple sliders for the highest level of story control, but clicking through into the advanced settings will reveal many ways the p…
1,823 views
nukomod
August 21, 2014
Languages
This time I going to talk a little about my early plans on incorporating languages into the game.

I want all the text you encounter in the game to mean something, even if it is in a made up alien language. To do this I'm going to generate (somewhat) meaningful sentences that are converted to the ali…
1,828 views
nukomod
August 21, 2014
Generating Things
A generated 'thing' can be either physical or abstract with no physical form. The personality of a villager or the characteristics of an average member of a species are a couple of examples of the kind of abstract things that can be generated.

All things being generated can have dependencies on othe…
1,643 views
nukomod
August 19, 2014
Generating Seeds
A seed is a number used to initialise a random number generator. They are important because it allows a generator to give the same sequence of random numbers again. In fact the sequence of numbers generated is typically deterministic, so the seed is a bit like giving it a starting point in this lon…
2,988 views
nukomod
August 17, 2014
More Detailed Project Overview
I've got a few draft posts in the works but first I thought I should do a more detailed overview of what I'm planning starting with a sort of disclaimer. Everything I write about in this journal needs to be taken with a pinch of salt. Until I show actual screenshots everything I've planned has been…
1,893 views
nukomod
August 02, 2014
First!
Hey everyone. This blog will hopefully detail some of me efforts towards making a Big Procedural Game (tm). I'll post random thoughts and ideas on the procedural generation process as well as some of the design decisions I've made in the engine which will power this whole affair.

My ultimate goals a…
1,860 views
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