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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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Author Topic: Procedural resource dump  (Read 138994 times)
gimymblert
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« Reply #200 on: April 29, 2017, 08:43:01 AM »

https://github.com/lordjesus/UnityNEAT
algorithm called NEAT (NeuroEvolution of Augmenting Topologies). What this basically does is to evolve Artificial Neural Networks(Brains!) using the Evolution Theory (+ additional stuff to make it work better).

https://github.com/keijiro
stuff
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gimymblert
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« Reply #201 on: April 29, 2017, 03:33:56 PM »




Unite 2015 - Creating the Galaxy with Unity 5: Disruptor Beam on Star Trek Timelines
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gimymblert
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« Reply #202 on: April 30, 2017, 02:00:22 PM »

http://www.gamasutra.com/blogs/DylanWolf/20170320/294010/Building_a_simple_procedurallygenerated_platformer.php
Building a simple procedurally-generated platformer

http://www.gamasutra.com/blogs/DylanWolf/20170327/294508/Instantiating_a_Procedurally_Generated_Platformer_in_Unity.php
Instantiating a Procedurally Generated Platformer in Unity

http://www.gamasutra.com/view/news/292559/Practical_procedural_generation_for_everyone.php
Practical procedural generation (for everyone!)

http://www.gamasutra.com/blogs/SebastienBENARD/20170329/294642/Building_the_Level_Design_of_a_procedurally_generated_Metroidvania_a_hybrid_approach.php
Building the Level Design of a procedurally generated Metroidvania: a hybrid approach.

http://www.gamasutra.com/blogs/PeterDeJong/20170404/295181/Antegods_Code_Update_Growing_Procedural_Plants.php
Antegods Code Update: Growing Procedural Plants

http://www.gamasutra.com/blogs/PascalBestebroer/20160517/272841/Quest_for_procedural_generated_adventures.php
Quest for procedural generated adventures

http://www.gamasutra.com/view/news/293490/No_Mans_Sky_creator_launches_Hello_Labs_funding_initiative.php
No Man's Sky creator launches Hello Labs funding initiative

http://www.gamasutra.com/blogs/JoshBycer/20170307/293036/The_Balancing_Act_of_Randomness_in_Competitive_Games.php
The Balancing Act of Randomness in Competitive Games

http://www.gamasutra.com/blogs/JoshBycer/20170314/293642/How_to_Fight_RNG_in_Game_Design.php
How to Fight RNG in Game Design



http://www.gamasutra.com/view/news/293067/Spirit_AI_and_the_promise_of_automated_content_moderation.php
Spirit AI and the promise of automated content moderation

http://www.gamasutra.com/view/news/292551/The_unique_power_of_emergent_storytelling.php
The unique power of emergent storytelling


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gimymblert
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« Reply #203 on: May 02, 2017, 09:11:53 AM »

Procedural Animation via a Neural Network



Phase-Functioned Neural Networks for Character Control
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gimymblert
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« Reply #204 on: May 05, 2017, 11:13:03 AM »

http://imgur.com/gallery/fM9yn
The theory behind beautiful procedural 2D worlds

https://www.reddit.com/r/proceduralgeneration/comments/696e12/talk_by_tarn_adams_about_the_inners_of_dwarf/
Talk by Tarn Adams about the inners of Dwarf Fortress

https://www.reddit.com/r/proceduralgeneration/comments/68kpwt/most_important_algorithms_to_know/
Most important algorithms to know

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gimymblert
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« Reply #205 on: May 05, 2017, 12:36:56 PM »

http://www.gdcvault.com/play/1024029/-Ghost-Recon-Wildlands-Terrain
   'Ghost Recon Wildlands': Terrain Tools and Technology
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gimymblert
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« Reply #206 on: May 08, 2017, 08:57:16 PM »

http://www.gdcvault.com/play/1024674/Math-for-Game-Programmers-Dark
Math for Game Programmers: Dark Secrets of the RNG

http://www.gdcvault.com/play/1024646/PCG-Shotgun-6-Techniques-for
PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation

http://www.gdcvault.com/play/1024594/Physics-Animation-in-Uncharted-4
Physics Animation in 'Uncharted 4: A Thief's End'

http://www.gdcvault.com/play/1024644/Game-Design-Tools-For-When
Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough



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gimymblert
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« Reply #207 on: May 09, 2017, 09:28:27 AM »

http://www.gdcvault.com/play/1024067/The-Sound-of-No-Man
The Sound of 'No Man's Sky'


http://www.gamasutra.com/view/news/292559/Practical_procedural_generation_for_everyone.php
Practical procedural generation (for everyone!)

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
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gimymblert
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« Reply #208 on: May 09, 2017, 05:01:42 PM »

http://www.gdcvault.com/play/1024239/You-Look-Smashing-Procedural-Art
You Look Smashing: Procedural Art Direction of 'We Happy Few'

http://www.gdcvault.com/play/1024213/Practical-Procedural-Generation-for
Practical Procedural Generation for Everyone

http://www.gdcvault.com/play/1024143/Procedural-Narrative
Procedural Narrative Generation

http://storygen.org/
A repository of information for existing and openly-available computational story generation systems.
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gimymblert
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« Reply #209 on: May 10, 2017, 09:02:03 AM »

http://www.gamasutra.com/blogs/SamanthaStahlke/20170330/294840/Finding_Value_in_Procedural_Generation.php
Finding Value in Procedural Generation



http://www.gamasutra.com/blogs/GustavoMaciel/20131229/207833/Generating_Procedural_Racetracks.php
Generating Procedural Racetracks

http://www.gamasutra.com/blogs/JayelindaSuridge/20130903/199457/Modelling_by_numbers_Part_One_A.php
Modelling by numbers: Part One A

http://www.gamasutra.com/blogs/JayelindaSuridge/20141113/230153/Modelling_by_numbers_Supplementary_Terrain.php
Modelling by numbers: Supplementary (Terrain)

http://www.gamasutra.com/blogs/NickDonnelly/20150629/247283/Procedural_Level_Generation_in_The_Dungeoning.php
Procedural Level Generation in The Dungeoning

http://www.gamasutra.com/blogs/MatthewSainsbury/20150729/249753/On_Building_A_Procedural_RetroThemed_RPG.php
On Building A Procedural Retro-Themed RPG

http://www.gamasutra.com/view/feature/170049/how_to_make_insane_procedural_.php
How to Make Insane, Procedural Platformer Levels

http://www.gamasutra.com/blogs/YankoOliveira/20160502/271720/Your_problems_are_not_always_what_they_seam_combining_different_meshes_into_seamless_procedural_characters.php
Your problems are not always what they seam: combining different meshes into seamless procedural characters

http://www.gamasutra.com/view/news/272614/Surrending_control_without_letting_go_procedural_character_movement.php
Surrendering control without letting go: Procedural character movement



http://www.gamasutra.com/blogs/MichaelCook/20161122/286078/Moon_Hunters__Procedural_Space.php
Moon Hunters & Procedural Space

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

https://emshort.blog/2014/11/18/procedural-text-generation-in-if/
Emily Short's Interactive Storytelling

http://www.gamasutra.com/blogs/LuisDiaz/20150722/249047/Procedural_generation_and_emergent_narrative_3__Murder_we_wrote.php
Procedural generation and emergent narrative #3 : Murder we wrote!

http://www.gamasutra.com/blogs/JoshGe/20161116/285647/Weaving_Narratives_into_Procedural_Worlds.php
Weaving Narratives into Procedural Worlds
« Last Edit: May 10, 2017, 09:43:45 AM by gimymblert » Logged

gimymblert
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« Reply #210 on: May 10, 2017, 06:36:25 PM »

http://www.gridsagegames.com/blog/2014/06/mapgen-tunneling-algorithm/
Mapgen: Tunneling Algorithm

http://dungeonmaker.sourceforge.net/DM2_Manual/index.html
A program that uses artificial life methods to "grow" dungeons.

http://www.gridsagegames.com/blog/2014/06/mapgen-cellular-automata/
Mapgen: Cellular Automata

http://www.gridsagegames.com/blog/2016/03/generating-populating-caves/
Generating and Populating Caves

http://www.gridsagegames.com/blog/2017/01/map-prefabs-in-depth/
Map Prefabs, in Depth

http://www.gridsagegames.com/blog/2014/07/dungeon-prefabs/
Dungeon Prefabs


http://www.gamasutra.com/view/feature/170049/how_to_make_insane_procedural_.php?print=1
How to Make Insane, Procedural Platformer Levels

http://www.gamasutra.com/blogs/MichaelCook/20161122/286078/Moon_Hunters__Procedural_Space.php
Moon Hunters & Procedural Space
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« Reply #211 on: May 21, 2017, 02:22:33 PM »

Problem in doing pgc color scheme
https://twitter.com/alexjc/status/771768267136438273
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« Reply #212 on: May 31, 2017, 01:08:40 PM »




Practical Procedural Generation for Everyone (bis)
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gimymblert
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« Reply #213 on: June 02, 2017, 05:52:19 PM »

https://www.assetstore.unity3d.com/en/#!/content/56762




Using Voxeland5 with MapMagic


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« Reply #214 on: June 17, 2017, 09:08:56 AM »




DeepMind's AI Creates Images From Your Sentences | Two Minute Papers #163
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« Reply #215 on: June 22, 2017, 07:55:48 PM »

https://www.youtube.com/watch?v=DVMs5_B611E?
Modeling Individual Personalities in The Sims 3
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« Reply #216 on: June 25, 2017, 07:25:14 PM »




Procedural Level Design in Eldritch
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« Reply #217 on: June 26, 2017, 05:04:43 PM »

https://www.youtube.com/watch?v=ujl0gzj-89g?
The 2017 GDC Tech Toolbox
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« Reply #218 on: June 29, 2017, 08:40:27 PM »

https://www.youtube.com/watch?v=4pdcA3mhe0E?
Motion Matching for Realistic Animation in “For Honor” (Simon Clavet)
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« Reply #219 on: June 29, 2017, 09:46:38 PM »




How do you make an AI that designs video games? (Jonathan Blow)
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