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Latest procedural Activity

buzzelliart
December 20, 2023 08:11 AM
OpenGL procedural terrain - volumetric clouds

Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…

2,037 views
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buzzelliart
November 06, 2023 02:19 PM
Procedural terrain + adaptive exposure + BLOOM

Improved bloom + experiments with adaptive exposure.

Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)

7,373 views

I can't answer your question, but I wanted mention that there's an in-development game called Stunt Derby which is doing simulation-based engine noises; the developer (Alex Austin) might have some experience/knowledge to share if you ask him:
 

7,075 views
StrangeShift
October 13, 2022 06:47 PM
Strange Shift Studio reveals its upcoming SOTC/Journey inspired adventure game

Strange Shift Studio just announced its upcoming adventure game “Chasing the Unseen” which draws inspiration from games such as Shadow of the Colossus and Journey

Chasing the Unseen is a single-player adventure game focused on exploration and climbing. It features mysterious and beautiful envir…

31,324 views
Warp9
July 19, 2022 05:42 PM
Procedural wall/floor generation

@JoeJ 

That was the actual reason for me to work on this. The goal was to calculate seamless UV maps respecting the texel grids, and it turned out to be the hardest problem i've ever worked on at all. This is the result:

That looks really interesting. Although I can't say that I've ever had to d…

5,213 views

From another angle, “player freedom” is not absolute, objective and infinite; it means only that in the limited time and the limited number of games player spend on the game they don't feel constrained by technical limitations, lack of variety of content, heavy-handed narrative constraints, etc. Th…

6,609 views
Story builder. Game mechanic concept.

I am trying to create the concept of game mechanic, I will be very happy if someone can help with advice, an idea or just a feedback. 

In short, I want to make a coop roguelike for two people. I plan it to be a half-slasher, a half-quest with a random plot generated, based on the actions of the…

4,005 views
Descending The Abyss [WINDOWS]

Hi guys, a few months ago I published my first game "Descending The Abyss" :

 

Descending the Abyss is a

2D Dungeon Crawler - Roguelike

in where the players can choose between 3 different types of "heroes" to explore the Abyss.

Where they will found resources to craft new weapons and upgrade their …

4,139 views
nikkoid
April 24, 2021 09:21 AM
Update: the beaches are finished.

Original article: https://wolfonlinekingdom.com/update-beaches-are-finished/

The work about the beaches is almost finished. There are many of them and I will add teleporters in order to reach them without walking for hours into the jungle. 

All of these are totally procedural, with hundred of t…

4,153 views

Welcome everyone, we are working on a fast paced 2D roguelike in which you hype up the crowd to get more gold while fighting waves of robots in a futuristic colosseum. I also make DevLogs on youtube in case you prefer a video: 

Up to this update this roguelike wasnt feeling that much like one. …

4,122 views

Hello everybody. Sorry for the necroing but between working in another project for a friend, researching other topics and work related issues I totally forgot about following this thread.

During this time I decided to leave the hexagon terrain on hold and keep developing other topics that would allo…

19,691 views

The main thing is to avoid doing memory allocation - that means you should use structs where possible for small objects, set the capacity of lists in advance instead of just letting them re-allocate automatically, avoid foreach in favour of for when possible (as sometimes foreach has to allocate an…

3,277 views
Help me to understand Geometry Clipmaps

Ok, so It's a mesh of planes (high to low density) around the camera that adjusts the vertices Z by height-map values. But what happens, how does it work outside those frames? Its like the coarsest grid that somehave blends with the most outside clipmap (green in pic) plane? Or anything outside it,…

2,479 views
trsh said:
mean while maybe u have some know links/resources to share on this theme?

Yes, and in fact, that's what I wrote: Search the web for view-dependent LOD, view-dependent rendering, and mesh refinement models, and you'll find plenty to keep you reading.

Those are the search terms. Use them.

4,740 views

Something to read i found, but this is a client server approach and it uses shader programs, but it may show an approach to refine noise and generate meshes for a noise based lod. I can't judge from a short overfly if it can be done at interactive framerates ...

https://cesium.com/blog/2017/11/17/pr…

7,272 views
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