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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #280 on: June 20, 2018, 06:19:26 PM »

http://archive.gamedev.net/archive/reference/
archive gamedev.net, old school programming like rasterization
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« Reply #281 on: June 27, 2018, 06:12:04 AM »




Redesigning Computationally Creative Systems For Continuous Creativity - ICCC 2018 Talk
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gimymblert
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« Reply #282 on: June 27, 2018, 10:44:01 AM »




On All Fours: Creating Realistic Quadruped Motion
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gimymblert
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« Reply #283 on: June 27, 2018, 10:19:11 PM »




Procedural Level Generation in Sure Footing | AI and Games
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gimymblert
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« Reply #284 on: June 28, 2018, 11:27:08 AM »

https://www.fantasynamegenerators.com
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There are over 1200 name generators, as well as many description generators, guides and various tools you might find helpful.
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gimymblert
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« Reply #285 on: June 30, 2018, 08:50:32 PM »

https://github.com/RegrowthStudios/SoACode-Public
Seed of Andromeda
Quote
We have open-sourced the code base under the MIT license in the hope of assisting other projects, providing an educational resource and perhaps reviving development of SoA.
https://www.seedofandromeda.com/blogs/55-star-system-demo-v02-1b
https://www.seedofandromeda.com/blogs/58-procedural-heightmap-terrain-generation
https://www.reddit.com/r/proceduralgeneration/comments/8od272/seeds_of_andromeda_open_sourced/


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gimymblert
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« Reply #286 on: June 30, 2018, 09:01:23 PM »




Seed Of Andromeda: Round Planets Explained pt 1.




SoA Tech: Round Voxel Planets
« Last Edit: June 30, 2018, 09:11:29 PM by gimymblert » Logged

gimymblert
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« Reply #287 on: June 30, 2018, 09:14:08 PM »

http://www.ctrl-alt-test.fr/2018/texturing-in-a-64kb-intro/
Texturing in a 64kB intro
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gimymblert
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« Reply #288 on: June 30, 2018, 09:27:31 PM »

https://deepmind.com/blog/neural-scene-representation-and-rendering/
Neural scene representation and rendering

https://www.grendel-games.com/procedural-generation/?lang=en
On April 25 two of us attended the Everything Procedural Conference 2018 at the NHTV in Breda.
http://www.everythingprocedural.com
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gimymblert
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« Reply #289 on: June 30, 2018, 09:28:40 PM »




Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
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gimymblert
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« Reply #290 on: July 03, 2018, 09:49:31 AM »




Writing Modular Characters for System-Driven Games
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gimymblert
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« Reply #291 on: July 20, 2018, 07:15:57 AM »

I was looking for a fast sin/cos approximation for visual purpose, I figure out I could just use a square of the input to approximate it:

- I jump to https://www.desmos.com/calculator
- I input the following equation by trial and error:
: -cos x
: (1/2.5)x² -1
: -( (1/2.5)(x+pi)² ) +1

- I figure out it would be better if I had something compatible with the normalized [0,1] range:
: -cos x*pi
: (2x)² -1
: -(2(x+1))² +1

- I wonder if anybody had the same idea so I google cos/sin approximation:
https://gist.github.com/geraldyeo/988116
http://lab.polygonal.de/2007/07/18/fast-and-accurate-sinecosine-approximation/
https://en.wikipedia.org/wiki/Bhaskara_I%27s_sine_approximation_formula
http://www.mclimatiano.com/faster-sine-approximation-using-quadratic-curve/
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gimymblert
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« Reply #292 on: July 23, 2018, 09:06:04 PM »

https://www.gdcvault.com/play/1025536/Beyond-Procedural-Horizons-Exploring-Different
Beyond Procedural Horizons: Different Uses of Procedural Generation
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« Reply #293 on: July 24, 2018, 06:13:41 AM »

https://www.gdcvault.com/play/1025536/Beyond-Procedural-Horizons-Exploring-Different
Beyond Procedural Horizons: Different Uses of Procedural Generation
That one really needs video/audio/transcript Sad
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gimymblert
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« Reply #294 on: July 24, 2018, 04:07:58 PM »

https://www.gdcvault.com/play/1025536/Beyond-Procedural-Horizons-Exploring-Different
Beyond Procedural Horizons: Different Uses of Procedural Generation
That one really needs video/audio/transcript Sad
https://www.gdcvault.com/search.php#&category=free&firstfocus=&keyword=beyond+horizon&conference_id=
Hit on pm if you pay for the access Wink

I have some notion of what they are talking about so I understand the nuances, you would have to follow notably Emily short and Kate Compton (http://www.galaxykate.com)


https://www.quora.com/What-are-some-cool-bit-manipulation-tricks-hacks
https://bisqwit.iki.fi/story/howto/bitmath/
http://graphics.stanford.edu/~seander/bithacks.html
Bit Twiddling Hacks

https://en.wikipedia.org/wiki/Bitwise_operation#Mathematical_equivalents

https://stackoverflow.com/questions/3319974/do-bitwise-operators-other-than-shifts-make-any-mathematical-sense-in-base-10

http://theinstructionlimit.com/encoding-boolean-flags-into-a-float-in-hlsl
https://gamedev.stackexchange.com/questions/22864/enconding-decoding-bit-value-in-texture-alpha-channel

https://scratch.mit.edu/discuss/topic/97026/
http://jsfiddle.net/r21pc9s2/

https://www.electronics-tutorials.ws/binary/bin_2.html
http://interactivepython.org/UhZmZ/courselib/static/pythonds/Recursion/pythondsConvertinganIntegertoaStringinAnyBase.html
https://cs.stackexchange.com/questions/10318/the-math-behind-converting-from-any-base-to-any-base-without-going-through-base
« Last Edit: July 24, 2018, 08:42:03 PM by gimymblert » Logged

gimymblert
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« Reply #295 on: July 24, 2018, 08:05:53 PM »

Packing more integer data in a single integer number:
nombre = data1 * base1 + ... + datan * basen

Decoding the data packed:
nombre = input

datan = nombre % base
reste = nombre / base

datan-1 = reste % base
reste = reste / base

...

data1 = reste % base
reste = reste/base

With base being the integer range of value packed per data. Base = 256, mean you will retrieve data that range from 0 to 255, base 2 will be 0 to 1.
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« Reply #296 on: July 25, 2018, 12:25:55 AM »

Love procgen! Saving for later Smiley
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gimymblert
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« Reply #297 on: July 27, 2018, 09:53:58 PM »




Unite 2016 - The Power of Procedural Meshes
https://www.youtube.com/watch?v=nJO9qTjR3UI?
Unite Europe 2016 - The Power of Procedural Meshes




Unite 2014 - Dungeon of the Endless Rendering and Procedural Content
« Last Edit: July 28, 2018, 01:33:35 AM by gimymblert » Logged

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« Reply #298 on: July 28, 2018, 01:32:23 AM »




Unite 2015 - A Little Math for Your Big Ideas




Unite Europe 2016 - Procedural Content Generation in Unity



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gimymblert
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« Reply #299 on: July 30, 2018, 05:36:30 AM »




Supercharged! Vehicle Physics in Skylanders
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