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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #140 on: August 31, 2016, 04:44:04 PM »



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« Reply #141 on: September 02, 2016, 10:02:12 AM »

Don't think anyone has added this: Tracery is a JavaScript library for making grammars that generate texts.

Introduction to Tracery: http://air.decontextualize.com/tracery/
Using Tracery to create a Twitter bot: http://cheapbotsdonequick.com/
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gimymblert
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« Reply #142 on: September 08, 2016, 10:30:18 PM »

http://roadtrees.com/creating-road-trees/
Procedural Generation of Road Networks

http://www.gamasutra.com/blogs/IsaacAshdown/20160622/275520/
The Disco Generator: Procedural Level Creation in All Walls Must Fall
« Last Edit: September 08, 2016, 10:37:44 PM by gimymblert » Logged

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« Reply #143 on: September 09, 2016, 03:16:37 AM »

Anything procedural?

I was having trouble getting the performance I wanted out of voxel systems, so I wrote this:

https://github.com/charlesgriffiths/VoxelPerformance

Basically, it handles 256^3 voxel chunks all on the GPU. You can create terrains with Perlin2D in a compute shader and send them right to a geometry shader without bringing data into main RAM or bogging down your CPU.

It's written for Unity 5.3+, doesn't work on OS X.
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gimymblert
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« Reply #144 on: September 09, 2016, 09:22:33 AM »



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« Reply #145 on: September 11, 2016, 12:00:49 AM »

http://devmag.org.za/2009/05/03/poisson-disk-sampling/
Poisson Disk Sampling

http://procworld.blogspot.com/2011/05/forest.html

http://cg.cs.uni-bonn.de/aigaion2root/attachments/derzapfPlanets.pdf
River Networks for Instant Procedural Planets
http://cg.cs.uni-bonn.de/de/publikationen/paper-details/derzapf2011proc/

http://natureofcode.com/book/chapter-8-fractals/
THE NATURE OF CODE
DANIEL SHIFFMAN
Chapter 8. Fractals

http://playstarbound.com/quest-friends-forever/
Quest friends forever

https://deepmind.com/blog/wavenet-generative-model-raw-audio/
WaveNet: A Generative Model for Raw Audio





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gimymblert
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« Reply #146 on: September 11, 2016, 07:11:12 PM »

http://vterrain.org/LOD/Papers/
Terrain LOD: Runtime Regular-Grid Algorithms
Academic Papers

https://www.efrontlearning.com/blog/2011/01/free-and-open-source-text-to-speech-tools-for-elearning.html
Free and Open Source Text to Speech Tools


Planet/galaxy generation

https://github.com/adamveld12/UnityPlanets

https://github.com/Roldak/PlanetGeneration/

https://github.com/SvenFrankson/PlanetBuilder
http://forum.unity3d.com/threads/spherical-voxel-engine-cc-by.259121/

http://forum.unity3d.com/threads/world-maker.362044/
https://github.com/SvenFrankson/WorldMaker

https://forums.unrealengine.com/showthread.php?120391-WIP-planet-generation-amp-procedural-flora

https://github.com/PranavSathy/planetgen

https://github.com/younata/planetGen

https://github.com/swiftcoder/aurae

https://github.com/Tiggilyboo/UnityQuadTreePlanet

https://github.com/ericrrichards/pg

https://github.com/TrinityGaming/Planet_40/tree/master/Planet_40/Planet_40

https://github.com/Lightheart54/HexPlanet

https://github.com/TrollDecker/elite-planet-generator/tree/master/classes

https://github.com/cyanobacterium/Cyanos-Planet-Factory/tree/master/src/hall/collin/christopher/cpf/data

https://github.com/krajzeg/procedural-planets/tree/master/js/procgen

https://github.com/Banane9/OpenPlanetoi

https://github.com/jrmhaig/elite_universe

https://github.com/davibail/Cubiverse

https://github.com/cyanobacterium/CCH-World-Factory-GPL

https://github.com/ForestFeather/SolarSystemMaker

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gimymblert
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« Reply #147 on: September 11, 2016, 10:19:32 PM »

http://blog.gludion.com/2009/08/distance-to-quadratic-bezier-curve.html
Distance to a Quadratic bezier curve
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« Reply #148 on: September 21, 2016, 02:30:21 PM »



http://www.gamasutra.com/blogs/BrunoDias/20160718/277314/Procedural_meaning_Pragmatic_procgen_in_Voyageur.php meaning in pgc

http://www.gamasutra.com/blogs/DeanSmith/20160621/275383/Optimization_of_Procedurally_Generated_Planets_for_Mobile_Video_Games.php

http://gdcvault.com/play/1017703/Directed-Generation-Procedural-and-Placeholder
Directed Generation: Procedural and Placeholder Content in BioWare Cinematics
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« Reply #149 on: September 21, 2016, 09:57:10 PM »

http://www.gamedev.net/page/resources/_/technical/game-programming/procedural-level-generation-for-a-2d-platformer-r3794

http://www.gamedev.net/blog/786/entry-2141896-procedural-quests---part-1/

http://forum.unity3d.com/threads/wip-space-shooter-including-procedural-elements-and-hopefully-rift-support.202911/
« Last Edit: September 21, 2016, 10:27:18 PM by gimymblert » Logged

gimymblert
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« Reply #150 on: September 24, 2016, 01:03:36 PM »



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« Reply #151 on: September 25, 2016, 10:57:16 AM »



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« Reply #152 on: September 30, 2016, 02:20:53 PM »

https://github.com/mxgmn/WaveFunctionCollapse
This program generates bitmaps that are locally similar to the input bitmap.

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« Reply #153 on: September 30, 2016, 03:47:51 PM »

This shit is bonkers
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gimymblert
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« Reply #154 on: October 01, 2016, 12:03:24 PM »

perlin and terrain
http://vertexasylum.com/2010/07/11/oh-no-another-terrain-rendering-paper/

http://http.developer.nvidia.com/GPUGems/gpugems_ch05.html
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter26.html
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« Reply #155 on: October 03, 2016, 07:59:45 AM »

https://forum.unity3d.com/threads/has-anyone-ever-made-an-aracade-style-clone-of-star-citizen-in-unity.434303/#post-2809325
Quote
Why SPACE is limited in Unity:
Quote
32 bit float offers us only 7 non zero digits in a row, so we got only 20 kilometers (from -10 to +10) of space before precision drops from 1 millimeter to 1 centimeter. 20 kilometers is only 1 minute worth of jet flight (Think of Battlefield series).
1 centimeter precision is unacceptable because camera starts to shake.
(look at "1234,567" digits, they pretty much explain the situation).

64 bit would offer us 15-17 digits in a row, which is 200,000,000,000,000 kilometers with 1 millimeter positioning precision.
(123456789|10|11|12|13|14|,15|16|17)

Earth radius is 6,370 kilometers.
Maximum distance from Pluto to sun is 7,311,000,000 kilometers. And still we got 4 more digits free.
That makes me think that we live in ~128 bit world lol, since we need only ~35 digits to fully generate our universe (if you do not believe in infinity, but I do)

Conclusion:
This will allow us to procedurally generate entire Solar System in a single instance with 1 millimeter positioning precision.
DO WANT
Taken from -> https://forum.unity3d.com/threads/64-bit-transform-component-please.188377/?_ga=1.144123253.1144772329.1475499923

For accurate physics and steady cameras you need to stay under 10k from origin using 32 bit transforms.

The latest version of PhysX have a move origin feature that would allow you to move in a larger 32 bit space grids (see roadmap).

You should be able to work around it with an Arcade style game e.g. old school tiling or boxing your 'space'.

The Kerbal Space Program game wrote their own 64 bit transform and gravitational physics system to allow them to work to the scale of the solar system.



http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html
« Last Edit: October 03, 2016, 08:31:10 AM by gimymblert » Logged

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« Reply #156 on: October 03, 2016, 07:30:00 PM »




https://www.reddit.com/r/gamedev/comments/1x2q9t/procedural_dungeon_generation_explained_now_on/
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« Reply #157 on: October 03, 2016, 08:44:50 PM »

https://www.reddit.com/r/NoMansSkyTheGame/comments/4w4swb/for_those_of_you_interested_in_procedural/

http://proland.imag.fr/doc/proland-4.0/core/html/index.html

https://dexyfex.com/2015/11/30/planetary-terrain-rendering/

https://www.reddit.com/r/proceduralgeneration/comments/54r7k8/floating_point_precision_in_procedurally/

http://blog.aniftygame.com/2016/09/making-a-procedurally-generated-game-what-we-learned-so-far/



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« Reply #158 on: October 11, 2016, 01:58:38 PM »





http://media.lolrus.mediamolecule.com/AlexEvans_SIGGRAPH-2015-sml.pdf
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« Reply #159 on: October 13, 2016, 11:19:35 AM »

easy voronoi
http://community.vfs.com/arcade/2013/07/the-voronoi-diagram/

gameplay metric
http://www.gamasutra.com/view/feature/184783/the_metrics_of_space_molecule_.php?print=1
http://www.gamasutra.com/view/feature/176933/the_metrics_of_space_tactical_.php?print=1
http://www.gamasutra.com/view/feature/6477/a_rational_approach_to_racing_game_.php?print=1
http://www.gamasutra.com/blogs/ChrisTotten/20140711/220802/Excerpts_from_An_Architectural_Approach_to_Level_Design.php
« Last Edit: October 13, 2016, 11:37:29 AM by gimymblert » Logged

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