Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411421 Posts in 69363 Topics- by 58416 Members - Latest Member: timothy feriandy

April 18, 2024, 03:45:17 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
Pages: 1 ... 20 21 [22] 23 24 ... 30
Print
Author Topic: Procedural resource dump  (Read 138683 times)
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #420 on: April 06, 2020, 12:43:06 PM »

Ok this one isn't progen per see, but since you'll need to iterate huge list of data more than once:
https://www.forrestthewoods.com/blog/memory-bandwidth-napkin-math/
Memory Bandwidth Napkin Math
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #421 on: April 22, 2020, 11:39:32 AM »

follow up to the list starting here:
https://forums.tigsource.com/index.php?topic=48415.msg1386904#msg1386904




The Story of Facade: The AI-Powered Interactive Drama | AI and Games
Logged

BorisTheBrave
Level 10
*****


View Profile WWW
« Reply #422 on: April 27, 2020, 12:16:05 PM »

Another tutorial by me, about the WFC algorithm.

https://www.boristhebrave.com/2020/04/13/wave-function-collapse-explained/
Logged
JobLeonard
Level 10
*****



View Profile
« Reply #423 on: April 28, 2020, 12:16:29 AM »

Oooh, super-nice! Smiley
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #424 on: May 27, 2020, 08:41:38 PM »

https://blogs.nvidia.com/blog/2020/05/22/gamegan-research-pacman-anniversary/
40 Years on, PAC-MAN Recreated with AI by NVIDIA Researchers
GameGAN, a generative adversarial network trained on 50,000 PAC-MAN episodes, produces a fully functional version of the dot-munching classic without an underlying game engine.
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #425 on: June 05, 2020, 08:18:06 AM »




Face-to-Parameter Translation via Neural Network Renderer
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #426 on: June 09, 2020, 11:27:27 AM »

https://www.youtube.com/playlist?list=PLRL3Z3lpLmH3PNGZuDNf2WXnLTHpN9hXy
3D World Generation (JavaScript)

https://www.reddit.com/r/proceduralgeneration/comments/gwr43v/gpubased_vector_field_generation_for_pathfinding/
GPU-based vector field generation for pathfinding over a 3D surface
« Last Edit: June 09, 2020, 11:43:23 AM by gimymblert » Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #427 on: June 10, 2020, 08:00:41 AM »




Creating Lush Dynamic Procedural Foliage for Fable Legends (GDC 2016)
(never released)
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #428 on: June 11, 2020, 07:15:58 PM »

http://www.gameaipro.com/
Welcome! It's all free!
All book chapters are free to download.
Enjoy!

-Steve Rabin, Series Editor
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #429 on: June 26, 2020, 05:51:09 PM »




Forgotten Games: The Mystery of Entombed
Logged

BorisTheBrave
Level 10
*****


View Profile WWW
« Reply #430 on: June 27, 2020, 06:51:58 AM »

https://www.boristhebrave.com/2020/06/24/level-generation-in-slige/
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #431 on: June 27, 2020, 08:40:15 AM »

borderline of the topic but:



Building Robots to Work in Human Spaces: 2020 ICRA Presentation

ATRIAS (academic precursor)
https://mime.oregonstate.edu/research/drl/publications/_documents/hubicki_2016.pdf

http://ames.caltech.edu/CDC_2014_dynamics_shaping.pdf
https://shishirny.github.io/pages/publications/conferences/hscc-2014_final.pdf
https://www.researchgate.net/profile/Kaveh_Akbari_Hamed/publication/265907397_Performance_Analysis_and_Feedback_Control_of_ATRIAS_A_Three-Dimensional_Bipedal_Robot/links/55ad66b908ae98e661a42bf8/Performance-Analysis-and-Feedback-Control-of-ATRIAS-A-Three-Dimensional-Bipedal-Robot.pdf
https://pdfs.semanticscholar.org/5cd1/377f3a86f08d50e670f12b2b441b79fe7fea.pdf
https://pdfs.semanticscholar.org/09c4/7e903d6c62ecb16b63018728c6ab456ef99e.pdf
https://www.cmu.edu/dynamic-walking/files/abstracts/Dadashzadeh_2013_DW.pdf
https://www.researchgate.net/publication/314601723_Spring-Mass_Walking_With_ATRIAS_in_3D_Robust_Gait_Control_Spanning_Zero_to_43_KPH_on_a_Heavily_Underactuated_Bipedal_Robot
https://static1.squarespace.com/static/5685a33005f8e23aa27901d3/t/5764f5b629687f6102a80c2d/1466234298556/Rezazadeh_etal_2015b.pdf
https://journals.sagepub.com/doi/10.1177/0278364916648388
https://pdfs.semanticscholar.org/36ad/51c454053fe6fedf05169847f0046d2c8ee2.pdf?_ga=2.64621359.1085047541.1593275811-461100662.1591288757


the amazing thing is that it's simply a spring mass model, the hard part is really mostly the hardware engineering to the necessary nimbleness to follow the model.
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #432 on: September 04, 2020, 06:24:48 PM »




Software Engineering for Automated Game Design - IEEE CoG 2020 Talk
Quote
Automated game designers are AI systems capable of designing games. While the research field is still in its early days, one of the ultimate goals for the field is to build systems that can help people develop games, from the biggest AAA developer to someone learning and experimenting on their own. However, in order to do this we may need to build AI systems capable of reading code written by humans, which raises a number of new and interesting problems.

This talk introduces the idea of code-based automated game design, and gives a few examples of how programming decisions, both big and small, can change the way a game-designing AI understands and uses code.





Getting Started in Automated Game Design


https://www.youtube.com/watch?v=t0GOdWxidUI?
Procedural Generation & Information Games - IEEE CoG 2020 Talk
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #433 on: September 09, 2020, 09:40:56 AM »




Stylized Texture Generator for Substance Painter in Action
« Last Edit: September 09, 2020, 09:47:20 AM by gimymblert » Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #434 on: March 05, 2021, 03:35:41 PM »









Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #435 on: March 08, 2021, 07:59:28 PM »

https://www.youtube.com/playlist?list=PLwRBcuYHwOZ9QVCaZWChCugGIsWuUaTZA
LOD Planets
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #436 on: March 27, 2021, 03:37:34 PM »




DeepMind’s AI Watches YouTube and Learns To Play!
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #437 on: April 13, 2021, 04:04:51 PM »




The 10-Year Journey of Ultima Ratio Regum: The Culture Generating Roguelike | AI and Games
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #438 on: April 25, 2021, 07:02:54 PM »




Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #439 on: April 28, 2021, 04:35:19 PM »




NPCs Have Feelings Too: Verbal Interactions with Emotional Character AI
Logged

Pages: 1 ... 20 21 [22] 23 24 ... 30
Print
Jump to:  

Theme orange-lt created by panic