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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #260 on: April 24, 2018, 05:17:29 PM »




GDC 2017 | Herding Rocks - Procedural Animation | Michael Lyndon
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gimymblert
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« Reply #261 on: April 24, 2018, 05:21:04 PM »




Math for Game Programmers: Juicing Your Cameras With Math
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ThemsAllTook
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« Reply #262 on: April 24, 2018, 05:58:41 PM »

Squirrel Eiserloh is a great speaker. Another good talk from him in a similar vein:


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JobLeonard
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« Reply #263 on: April 24, 2018, 10:12:58 PM »

http://nothkedev.blogspot.com/2018/04/normans-sky-2-years-later-joke-made-in.html?spref=tw
Norman's Sky - 2 years later - A joke made in 10 hours that exploded
Funny how he still thinks the game is terrible, even though it's not bad at all as far as I can tell
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gimymblert
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« Reply #264 on: April 25, 2018, 11:22:19 AM »

Acquired taste, some people like me as been waiting for the exact same game it was at release, and see the current version has bloated. But that's just more option, we actually want many takes, with the pure space trip to the space op.

anyway more of similar things:
https://www.rockpapershotgun.com/2017/08/25/how-everything-conjures-infinity-with-camera-tricks/
How Everything conjures infinity with camera tricks
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gimymblert
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« Reply #265 on: April 26, 2018, 05:08:16 PM »

https://www.youtube.com/results?search_query=Stéphane+Bura&sp=EgIYAg%253D%253D

https://www.youtube.com/watch?v=uXHsjRBvsEk?
Stockholm.AI Summit #4 - Stephane Bura [HD]

https://www.youtube.com/watch?v=OMbOkJRHhfU?
Stéphane Bura - Storytelling & Games Conference 2011

https://www.youtube.com/watch?v=vBglgiadAIc?
SOE Live 2014 Storybricks - The Content of EQ Next




Edinburgh Interactive 12 - Consequences & Emotions




Storybricks first look with @Grakulen and Devs



« Last Edit: April 26, 2018, 06:28:45 PM by gimymblert » Logged

gimymblert
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« Reply #266 on: April 26, 2018, 05:18:31 PM »

http://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/
Dual Contouring Tutorial
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gimymblert
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« Reply #267 on: April 26, 2018, 11:27:12 PM »

https://blog.deepmotion.com/2018/04/25/procedural-animation-for-character/
Procedural Animation for Characters via Scripting in C#

paid stuff I need to look in depth later
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« Reply #268 on: April 29, 2018, 08:26:31 PM »

Dual Contouring

A Marching Squares (2D) version from a few years back (2014)


Here's an adaptation of the above algo to map an integer height-map to multiple various contour styles: marching squares online demo.



Water has more or less waves, beach / dirt just has two different curves for variation, grass has flowers or not, the "highest" shape is "concrete" and allows for both 45 degree and 90 degree corners (dual contours).

Tilesheet:


The algorithm is generalizable. You can have any number of boundary shapes (contours) in any number of dimensions. Apply it to simple proc-gen heightmap for more variation in tile / cube based layouts. Clamp your values to the desired range to produce a desired "contour" type: "square corners" or "mitered corners", only flowers, etc.

This is a single pass implementation, more flexibility of terrain / material can be created with multiple passes, one pass per material, eg: Make the concrete have transparency and render it atop the grass / water / mud layers, have a building layer above that, etc.
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gimymblert
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« Reply #269 on: May 01, 2018, 07:48:01 PM »

This is almost exactly what I'm trying to do:
https://github.com/huxingyi/dust3d



Everytimes you see me trying to get convex hull working, or talking about topology





The Mandelbrot Set Explained!

https://jacquesh.github.io/post/fortunes-algorithm/
Fortunes Algorithm: An intuitive explanation

https://random-genesis.netlify.com/projects/worldgen4.html
simulating seasonal temperature variations
https://www.reddit.com/r/proceduralgeneration/comments/88teur/simulating_seasonal_temperature_variations/


http://recursivedrawing.com
Recursive Drawing
https://www.reddit.com/r/proceduralgeneration/comments/88tpco/recursive_drawing/

http://paulbourke.net/fractals/noise/
Generating noise with different power spectra laws


http://algorithmicbotany.org/papers/


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gimymblert
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« Reply #270 on: May 01, 2018, 08:55:30 PM »




Yedoma Globula pre-alpha trailer
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gimymblert
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« Reply #271 on: May 01, 2018, 09:26:42 PM »

Haven't watched yet:




Procedural Audio




The Generative Music and Procedural Sound Design of Sim Cell

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JobLeonard
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« Reply #272 on: May 04, 2018, 01:52:12 PM »

I have by now, they're pretty good!

(disclaimer: no experience in sound design, so easily impressed)

EDIT: Demos start at 42:40.

First one, which is "noise + bandpass filters with carefully selected values" seems like one that could be automatically done with some very simple machine learning algorithms + data sets, actually...
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gimymblert
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« Reply #273 on: May 05, 2018, 05:54:31 PM »




Exploring Hidden [procedural] Stories in the World of XCOM 2
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gimymblert
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« Reply #274 on: May 09, 2018, 09:22:55 PM »




Depth of Storytelling in Dwarf Fortress: Tarn Adams on Demon Invasions and Cheese




Cogmind & becoming a dev - Josh Ge


https://www.youtube.com/channel/UCsCqXksJuAkfZRtnW5Pq1mw/videos
Roguelike Celebration
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gimymblert
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« Reply #275 on: May 19, 2018, 06:39:32 PM »




Math for Game Programmers: Parallel Random Number Generation
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« Reply #276 on: June 05, 2018, 08:42:35 PM »




Word Embedding Explained and Visualized - word2vec and wevi
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gimymblert
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« Reply #277 on: June 05, 2018, 08:42:53 PM »





More Procedural Music




BSWR - Procedural Music Demo
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gimymblert
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« Reply #278 on: June 05, 2018, 08:45:08 PM »




Crackpot AI Devs: Unproven Game AI Techniques that Might Possibly Work




AI Wish List: What Do Designers Want out of AI?


https://www.youtube.com/watch?v=NxPsrAnLUtQ
Drives: Helping More Players Get from First-Taste to Satisfaction
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gimymblert
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« Reply #279 on: June 12, 2018, 10:41:18 AM »




Procedurally Generating History in Caves of Qud
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