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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #180 on: November 04, 2016, 12:05:07 PM »

More city generation
https://forums.unrealengine.com/showthread.php?87507-City-Architect&p=432856&viewfull=1#post432856

http://procworld.blogspot.fr/2011/07/city-lots.html
http://procworld.blogspot.fr/2011/07/screenshots-of-building-scopes.html
http://procworld.blogspot.fr/2011/07/political-landscape.html

http://www.citygen.net/
http://www.citygen.net/files/images/Procedural_City_Generation_Survey.pdf

https://github.com/TobieD/City-Generator

https://www.youtube.com/watch?v=vxC8vX2zAgY&feature=youtu.be&t=15m5s?
https://forums.unrealengine.com/showthread.php?87507-City-Architect&p=516463&viewfull=1#post516463

https://www.youtube.com/watch?v=KE4zcexK_yE&feature=youtu.be&t=3m40s?

http://www.win.tue.nl/~vanwijk/ibfv/ibfv.pdf

http://yourworld.yoyogames.com/

http://martindevans.me/game-development/2015/12/11/Procedural-Generation-For-Dummies-Roads/

https://forums.unrealengine.com/showthread.php?87507-City-Architect&p=532981&viewfull=1#post532981


node editor editor in unity
https://github.com/Baste-RainGames/Node_Editor
« Last Edit: November 04, 2016, 02:36:20 PM by gimymblert » Logged

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« Reply #181 on: November 05, 2016, 03:05:59 PM »

terrain generation
https://hub.jmonkeyengine.org/t/new-to-jme-design-feedback-and-discussion/26308/8

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gimymblert
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« Reply #182 on: November 07, 2016, 05:38:38 PM »

http://www.gamasutra.com/view/news/282691/Designing_Chasm_a_procedurally_generated_Metroidvania.php
Designing Chasm, a procedurally generated Metroidvania

http://www.gamasutra.com/blogs/HermanTulleken/20161005/282629/Algorithms_for_making_more_interesting_mazes.php
Algorithms for making more interesting mazes

http://www.gamasutra.com/blogs/MarkVenturelli/20161005/282737/Star_Vikings_Balancing_Randomness_Pacing_and_Space_of_Possibility.php
Star Vikings: Balancing Randomness, Pacing and Space of Possibility

http://www.gamasutra.com/blogs/DanielMaslovsky/20161018/283317/Bending_Unity_to_Carry_Spherical_Voxel_Planets_in_Planet_Nomads.php
Bending Unity to Carry Spherical Voxel Planets in Planet Nomads

http://www.gamasutra.com/blogs/TomasSala/20150929/254839/KLM_Jets_Doubling_viewingdistance_without_LODing_or_performancedrop.php
KLM Jets: Doubling viewing-distance without LOD-ing or performance-drop

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gimymblert
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« Reply #183 on: November 07, 2016, 05:51:07 PM »

http://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php?print=1
Continuous LOD Terrain Meshing Using Adaptive Quadtrees

http://www.gamasutra.com/view/feature/131743/artificial_emotion_simulating_.php?print=1
Artificial Emotion: Simulating Mood and Personality



http://www.gamasutra.com/view/feature/131848/tessellation_of_4x4_bezier_patches_.php?print=1
Tessellation of 4x4 Bezier Patches for the Intel Pentium III Processor

http://www.gamasutra.com/view/feature/131572/implementing_curved_surface_.php?print=1
Implementing Curved Surface Geometry

http://www.gamasutra.com/view/feature/131413/dynamic_level_of_detail_terrain_.php?print=1
Dynamic Level of Detail Terrain Rendering with Bézier Patches


A Real-Time Procedural Universe
http://www.gamasutra.com/view/feature/131507/a_realtime_procedural_universe_.php?print=1
http://www.gamasutra.com/view/feature/131451/a_realtime_procedural_universe_.php?print=1
http://www.gamasutra.com/view/feature/131393/a_realtime_procedural_universe_.php?print=1
http://www.gamasutra.com/view/feature/130921/a_realtime_procedural_universe_.php?print=1

http://www.gamasutra.com/view/feature/3377/algorithms_for_an_infinite_universe.php?print=1

discussion about procedural generation
https://news.ycombinator.com/item?id=12729530
« Last Edit: November 07, 2016, 09:31:04 PM by gimymblert » Logged

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« Reply #184 on: December 03, 2016, 07:21:58 PM »

river
https://github.com/delvr/Streams/blob/1.9.4/src/main/scala/streams/world/gen/structure/RiverGenerator.scala
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gimymblert
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« Reply #185 on: December 26, 2016, 05:52:38 PM »

https://www.reddit.com/r/proceduralgeneration/comments/5kff1i/metroidstyle_map_generating/
Procedural metroid map

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gimymblert
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« Reply #186 on: December 29, 2016, 01:38:18 PM »

http://web.archive.org/web/20080203123815/www.aarg.net/~minam/dungeon_design.html
The Secret Workings of Jamis Buck's Dungeon Generator
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« Reply #187 on: January 16, 2017, 06:24:36 PM »

http://www.gamasutra.com/blogs/TequilaWorks/20160620/275347/How_to_take_advantage_of_textures_in_the_vertex_shader.php
How to take advantage of textures in the vertex shader

http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php
Sponsored: Go Procedural - A Better Way to Make Better Games

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gimymblert
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« Reply #188 on: January 16, 2017, 06:40:44 PM »




SideFX Houdini UE4 Plugin | Developer Interview | Unreal Engine
https://www.sidefx.com/
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« Reply #189 on: February 19, 2017, 10:51:33 AM »


Bonus, the generator itself works via web archive, too!
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gimymblert
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« Reply #190 on: February 27, 2017, 12:38:16 PM »




Path of Exile - Random Level Generation Presentation


http://www.gamasutra.com/blogs/GrahamDavis/20170209/290328/Procedural_Level_Generation_in_Unity_for_MERC_part_2_of_2.php
Procedural Level Generation in Unity for M.E.R.C. (part 2 of 2)

http://www.gamasutra.com/blogs/WilhemBates/20170202/290618/Making_a_Procedural_2D_World_in_Unity_Part_I.php
Making a Procedural 2D World in Unity Part I

http://www.gamasutra.com/blogs/WilhemBates/20170223/292328/Making_a_Procedural_2D_World_in_Unity_Part_II_Structural_Generation.php
Making a Procedural 2D World in Unity Part II: Structural Generation

http://www.gamasutra.com/blogs/ScottBeca/20170223/292255/Procedural_generation_a_primer_for_game_devs.php
Procedural generation: a primer for game devs

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.97.4544&rep=rep1&type=pdf
Procedural House Generation: A method for dynamically generating floor plans

http://www.gamasutra.com/blogs/JoeStrout/20170223/292317/Procedural_Audio_in_Unity.php
Procedural Audio in Unity

http://www.gamasutra.com/blogs/TanyaShort/20170222/291312/Maximizing_the_Impact_of_Procedural_Personalities.php
Maximizing the Impact of Procedural Personalities

http://xdavidleon.tumblr.com/post/58097415717/zelda-dungeon-generation-in-unity3d
Zelda Dungeon Generation in Unity3D

https://www.reddit.com/r/proceduralgeneration/comments/5rood4/cubic_noise_a_simple_alternative_to_perlin_noise/
Cubic Noise - A simple alternative to Perlin noise without artifacts





misc tangent:
http://haversine.xyz/deep-distance-field-pathfinding/
Deep Distance Field Pathfinding

https://www.reddit.com/r/proceduralgeneration/comments/5sbmo5/realtime_procedurallygenerated_music/
Real-time Procedurally-generated music (discussion)

https://www.reddit.com/r/proceduralgeneration/comments/5w5z55/procedurally_generated_music/
Procedurally Generated Music

https://gamelens.nyphoon.com/article.php?id=the_feature_lens_procedural_generation_21
THE FEATURE LENS: PROCEDURAL GENERATION

https://www.reddit.com/r/proceduralgeneration/comments/5v3fiu/a_youtube_playlist_of_some_procedurally_generated/
A youtube playlist of some procedurally generated music and sound I've made

http://www.gamasutra.com/view/news/292382/Devs_can_now_mess_around_with_Valves_free_beta_Steam_Audio_SDK.php
Devs can now mess around with Valve's free (beta) Steam Audio SDK

http://www.gamasutra.com/blogs/DanielCook/20170221/291910/Game_design_patterns_for_building_friendships.php
Game design patterns for building friendships


https://www.reddit.com/r/proceduralgeneration/comments/5vbtif/as_a_means_of_generating_dungeons_for_my_game_i/
« Last Edit: February 27, 2017, 03:11:35 PM by gimymblert » Logged

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« Reply #191 on: March 07, 2017, 07:16:42 PM »

http://www.neogaf.com/forum/showthread.php?t=1350648

https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-horizon-zero-dawn
GPU-BASED PROCEDURAL PLACEMENT IN HORIZON ZERO DAWN
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« Reply #192 on: March 14, 2017, 12:08:05 PM »

http://martindevans.me/game-development/2016/12/27/Dual-Contouring-In-2D/
Dual Contouring In 2d In Which Meshes Are Generated
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gimymblert
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« Reply #193 on: March 22, 2017, 12:14:11 PM »




► Sean Murray GDC-Talk (2017) | Building Worlds with Noise Generation | No Man's Sky | [HQ]


http://www.gdcvault.com/play/1024265/Continuous-World-Generation-in-No
Continuous World Generation in 'No Man's Sky'
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« Reply #194 on: March 22, 2017, 06:16:56 PM »




Why Cities Are Where They Are
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« Reply #195 on: March 23, 2017, 06:45:33 AM »

http://designingsound.org/2016/02/the-programmed-music-of-mini-metro-interview-with-rich-vreeland-disasterpeace/
The Programmed Music of “Mini Metro” – Interview with Rich Vreeland (Disasterpeace)
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gimymblert
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« Reply #196 on: March 31, 2017, 07:50:13 AM »

https://www.meshing.rwth-aachen.de/person/1/


https://www.zib.de/hotz/projects/projects.html
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gimymblert
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« Reply #197 on: April 08, 2017, 08:00:17 PM »

https://www.youtube.com/watch?v=YSKAt3pmYBs?
How to Imitate a Whole Lot of Hollywood Film Music In Four Easy Steps

https://www.youtube.com/watch?v=W1DK4m2tuiw?
How to Imitate Even More Closely a Whole Lot of Hollywood Film Music with One More Easy Step


Chord + emotion class
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« Reply #198 on: April 09, 2017, 02:07:23 AM »

Golden thread! Subscribed Coffee
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« Reply #199 on: April 25, 2017, 10:49:51 AM »

http://www.decarpentier.nl/scape-procedural-extensions
Scape: 3. Procedural extensions

https://briansharpe.wordpress.com/
Analytical Noise Derivatives

https://forum.unity3d.com/threads/turbulence-library-massive-collection-of-complex-and-fast-noise-on-the-gpu.143649/
Turbulence Library - Massive collection of complex and fast noise on the GPU
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