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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #160 on: October 13, 2016, 12:23:59 PM »



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« Reply #161 on: October 14, 2016, 08:21:00 PM »

floating point for big world

http://gamedev.stackexchange.com/questions/110349/is-a-custom-coordinate-system-possible-in-unity/110369
http://gamedev.stackexchange.com/questions/110335/overcoming-float-limitations-for-planet-sized-worlds-in-unity?noredirect=1&lq=1



http://victorbush.com/2015/01/tessellated-terrain/
« Last Edit: October 15, 2016, 07:21:25 PM by gimymblert » Logged

gimymblert
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« Reply #162 on: October 16, 2016, 03:28:56 PM »

list of soft use in no man sky
https://www.reddit.com/r/NMSPortals/comments/57lw57/the_credits_hold_all_the_answers/
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gimymblert
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« Reply #163 on: October 16, 2016, 10:36:34 PM »



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« Reply #164 on: October 20, 2016, 06:13:56 PM »

delaunay et triangulation sous unity
https://github.com/jceipek/Unity-delaunay
https://github.com/adamgit/Unity-delaunay

http://answers.unity3d.com/questions/448156/c-simple-voronoidelaunay-diagrams-for-starters.html

https://github.com/DesignEngrLab/MIConvexHull/blob/master/MIConvexHull/Triangulation.cs

link in comment:
http://unitycoder.com/blog/2012/01/06/noob-triangulator-js/

http://thewaterbear.com/triangulation-in-unity3d/

https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
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gimymblert
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« Reply #165 on: October 25, 2016, 11:20:23 AM »

Random number generator for procedural generation

seed by local position hash


(look similar with 100 permutation)


one seed (global dependence, not good for local generation)


http://blog.runevision.com/2015/01/primer-on-repeatable-random-numbers.html
Primer on Repeatable Random Numbers

http://www.pcg-random.org/
PCG, A Family of Better Random Number Generators
PCG is a family of simple fast space-efficient statistically good algorithms for random number generation. Unlike many general-purpose RNGs, they are also hard to predict.

http://ludobloom.com/svn/StemLibProjects/utilities/tags/1.5.0/source/utilities/Random.h
http://ludobloom.com/svn/StemLibProjects/utilities/tags/1.5.0/source/utilities/Random.c
http://www.agner.org/random/discuss/read.php?i=138

https://en.wikipedia.org/wiki/List_of_random_number_generators
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« Reply #166 on: October 26, 2016, 04:52:15 PM »



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« Reply #167 on: October 26, 2016, 04:56:16 PM »

https://www.reddit.com/r/roguelikedev/comments/57dnqk/faq_friday_49_awareness_systems/
Quote
In FAQ Friday we ask a question (or set of related questions) of all the roguelike devs here and discuss the responses! This will give new devs insight into the many aspects of roguelike development, and experienced devs can share details and field questions about their methods, technical achievements, design philosophy, etc.


https://www.reddit.com/r/roguelikedev/comments/56fo6k/age_old_problem_of_centering_avatar_in_camera_in/


http://oblige.sourceforge.net/forum/index.php?topic=348.0
« Last Edit: October 26, 2016, 05:03:53 PM by gimymblert » Logged

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« Reply #168 on: October 26, 2016, 06:03:52 PM »

https://annot.io/github.com/a1studmuffin/SpaceshipGenerator?utm_medium=r1&utm_campaign=ssg&utm_source=r1
This program builds a random spaceship
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gimymblert
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« Reply #169 on: October 26, 2016, 06:36:06 PM »

https://www.reddit.com/r/proceduralgeneration/comments/58hwgn/fastnoise_c_and_unity_released/
FastNoise is a C++ noise generation library I designed for real-time terrain generation.
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« Reply #170 on: October 26, 2016, 10:32:41 PM »

galaxy rendering and generation
https://dexyfex.com/
https://dexyfex.com/2016/05/16/voxels-and-dual-contouring/
https://dexyfex.com/2015/11/30/planetary-terrain-rendering/
https://www.cse.unr.edu/~fredh/papers/thesis/046-mahsman/thesis.pdf
https://dexyfex.com/2016/07/11/galaxia-the-basics-coordinates/
https://dexyfex.com/2016/07/14/voxels-and-seamless-lod-transitions/
https://dexyfex.com/2016/09/09/galaxy-rendering-revisited/
http://beltoforion.de/article.php?a=spiral_galaxy_renderer
http://martindevans.me/game-development/2016/01/14/Procedural-Generation-For-Dummies-Galaxies/
http://blog.rabidgremlin.com/2015/01/14/procedural-content-generation-creating-a-universe/
http://blog.rabidgremlin.com/tags/procedural-content-generation/
http://www.gamedev.net/blog/73/entry-1952708-galaxy-generation/

https://github.com/Shmaug/Planetary-Terrain
http://granyte.blogspot.ca/

http://www.entropicparticles.com/6-days-of-creation/

7http://imgur.com/a/rVI6F
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« Reply #171 on: October 26, 2016, 10:45:33 PM »

https://www.reddit.com/r/proceduralgeneration/comments/57dwdd/i_need_some_help_with_a_proc_gen_project_that/
https://dev.to/tra/who-are-the-audiences-of-computer-generated-novels


http://mcdermottlab.mit.edu/papers/McDermott_Simoncelli_2011_sound_texture_synthesis.pdf
Sound Texture Perception via Statistics
of theAuditoryPeriphery:Evidence fromSoundSynthesis

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« Reply #172 on: October 27, 2016, 10:19:04 PM »

More random
http://stackoverflow.com/questions/6469969/pseudo-random-number-generator-from-two-inputs
http://www.gamedev.net/topic/606649-seemingly-random-number-based-on-coordinates/

Quote
This isn't so useful for what you're describing, but I also find maximal LFSR (Linear Feedback Shift Registers) very useful for some things - if you have 16 bits, it will generate every single 16-bit pattern except 0x0000 once (and then start over).
http://www.gamasutra.com/blogs/RuneSkovboJohansen/20150105/233505/A_Primer_on_Repeatable_Random_Numbers.php

http://gis.stackexchange.com/questions/25877/how-to-generate-random-locations-nearby-my-location

https://www.reddit.com/r/gamedev/comments/1cd9h9/position_based_random_numbers/

http://burtleburtle.net/bob/hash/doobs.html hash functions

http://softwareengineering.stackexchange.com/questions/49550/which-hashing-algorithm-is-best-for-uniqueness-and-speed

http://stackoverflow.com/questions/16661373/how-to-get-a-random-number-from-a-2d-coordinate-and-a-seed

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« Reply #173 on: October 31, 2016, 09:12:47 AM »



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« Reply #174 on: November 01, 2016, 10:55:37 PM »

Understanding float precision (useful for infinite worl)





http://www.exploringbinary.com/the-spacing-of-binary-floating-point-numbers/

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« Reply #175 on: November 02, 2016, 01:09:24 AM »

yay pancake videos
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ProgramGamer
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« Reply #176 on: November 02, 2016, 02:47:57 AM »

How about you just plug the whole channel before you shower us with video links? :^)
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« Reply #177 on: November 02, 2016, 05:39:35 AM »

Two channels, in fact! I like the uncommentated one when I can't have audio on for whatever reason since all the info is in text anyway.
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gimymblert
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« Reply #178 on: November 02, 2016, 07:04:21 AM »

How about you just plug the whole channel before you shower us with video links? :^)

Only two where relevant : P
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« Reply #179 on: November 04, 2016, 08:12:01 AM »



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