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September 18, 2018, 08:22:59 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #220 on: July 06, 2017, 08:05:44 PM »




Star Citizen: Around the Verse - Crafting Procedural Moons
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gimymblert
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« Reply #221 on: July 09, 2017, 03:53:46 PM »

https://www.youtube.com/watch?v=wES5ufXETdE?
The coming revolution in role-play games?
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gimymblert
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« Reply #222 on: July 14, 2017, 10:32:44 AM »

https://www.youtube.com/watch?v=0vST4IvG5CE?
6 Techniques for Leveraging AI in Procedural Content Generation
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gimymblert
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« Reply #223 on: July 15, 2017, 06:38:23 PM »




The Rainworld Animation Process
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gimymblert
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« Reply #224 on: July 16, 2017, 03:46:19 PM »

https://www.boristhebrave.com/2017/07/08/fast-traversal-queries-of-procedurally-generated-rooms/
FAST TRAVERSAL QUERIES OF PROCEDURALLY GENERATED ROOMS

http://www.boristhebrave.com/2017/07/15/random-path-algorithm/
RANDOM PATH ALGORITHM
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gimymblert
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« Reply #225 on: July 18, 2017, 11:30:41 AM »

http://www.glenncorpes.com/procedural-landscapes-gdce-2001
Procedural Landscapes
(magic carpet)
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gimymblert
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« Reply #226 on: July 19, 2017, 06:54:57 AM »

https://80.lv/articles/the-creation-of-procedural-shooter-sublevel-zero/
The Creation of Procedural Shooter Sublevel Zero
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gimymblert
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« Reply #227 on: August 09, 2017, 06:25:17 AM »




UMA custom race construction in unity3d

https://www.assetstore.unity3d.com/en/#!/content/35611
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gimymblert
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« Reply #228 on: August 11, 2017, 04:56:48 AM »

"Unite 2015 - A coder's guide to spline-based procedural geometry":




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Zireael
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« Reply #229 on: August 11, 2017, 05:18:52 AM »

The Unity video will definitely be a great primer for anyone looking to generate meshes procedurally (and it's applicable to other engines with minimal modifications, not just Unity)
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« Reply #230 on: August 11, 2017, 12:07:53 PM »



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gimymblert
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« Reply #231 on: August 16, 2017, 05:22:45 PM »

https://gamedev.stackexchange.com/questions/138595/convert-2d-generated-level-to-graph-or-analyze
Convert 2d generated level to graph or analyze
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gimymblert
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« Reply #232 on: August 25, 2017, 12:19:58 AM »

http://www.gdcvault.com/play/1014717/Building-Open-Worlds-Faster-the
   Building Open Worlds Faster: the Volition Way
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gimymblert
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« Reply #233 on: September 25, 2017, 12:45:33 AM »

https://nbickford.wordpress.com/2011/04/03/the-minsky-circle-algorithm/
The Minsky Circle Algorithm

https://hal.archives-ouvertes.fr/hal-01583706v2/document
Interactive Example-Based Terrain Authoring with
Conditional Generative Adversarial Networks

https://heredragonsabound.blogspot.com/2017/09/labeling-ocean-part-two.html
Labeling the Ocean (Part Two)





Believability in Procedural Modelling: Layering of Simple Rules | Anastasia Opara | Houdini HIVE at SIGGRAPH 2017
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gimymblert
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« Reply #234 on: October 05, 2017, 09:10:04 AM »




The Inner Workings of Fortnite's Shader-Based Procedural Animations

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gimymblert
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« Reply #235 on: October 17, 2017, 12:45:13 PM »




Games By ANGELINA | The AI Game Designer
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gimymblert
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« Reply #236 on: October 18, 2017, 05:23:43 AM »

http://www.procjam.com/category/tutorials/
http://www.procjam.com/2014/10/11/procedural-generation-tutorials-getting-started/
Procedural Generation Tutorials – Getting Started

http://www.procjam.com/tutorials/music/
Procedural Music Generation
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« Reply #237 on: January 20, 2018, 12:56:26 AM »




IK Rig: Procedural Pose Animation
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« Reply #238 on: January 26, 2018, 11:15:21 PM »




Procedural Generation For Game Jams: Faster, Better, Weirder
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« Reply #239 on: January 30, 2018, 04:03:12 AM »




Huddle up! Making the [SPOILER] of INSIDE
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