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1398313 Posts in 67582 Topics- by 60903 Members - Latest Member: anastefanescu

January 22, 2022, 12:36:38 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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Author Topic: Procedural resource dump  (Read 86931 times)
gimymblert
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« Reply #440 on: May 12, 2021, 07:20:09 AM »




SAVE $1,000,000's with a free INSTANT tool?
(voice acting generation)
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gimymblert
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« Reply #441 on: June 27, 2021, 08:03:08 AM »




Math for Game Developers: End-to-End Procedural Generation in Caves of Qud
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gimymblert
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« Reply #442 on: June 27, 2021, 07:21:27 PM »




ACTION BUTTON REVIEWS Tokimeki Memorial

must see of one of the most important underrated interactive narrative game
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JobLeonard
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« Reply #443 on: June 28, 2021, 12:55:53 AM »

Six freaking hours?!
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gimymblert
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« Reply #444 on: June 29, 2021, 07:38:07 AM »

Worth it, it's one of the most influential game on me in my quest of procedural narrative, it has time stamp to watch episodically
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gimymblert
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« Reply #445 on: September 22, 2021, 12:21:42 PM »




Exploring AI Generated Music
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gimymblert
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« Reply #446 on: December 04, 2021, 06:39:56 PM »

https://www.gamedeveloper.com/programming/ai-madness-using-ai-to-bring-open-city-racing-to-life
AI Madness: Using AI to Bring Open-City Racing to Life
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The role of artificial intelligence is to make the behaviors of high-level entities convincing and immersive. Here, Joe Adzima discusses the autonomous architecture used by high-level entities in Midtown Madness 2 for PC and Midnight Club.




Unity ECS for mobile: Metropolis Traffic Simulation - Unite Copenhagen




How Traffic Works in Cities: Skylines | AI and Games
https://www.gamedeveloper.com/disciplines/how-traffic-works-in-cities-skylines

https://www.youtube.com/watch?v=fIV6P1W-wuo
BIG PROJECT 2-in-1! Top Down City Based Car Crime Game #2
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Whew! A 2-in-1 feature length video this one, but it covers a lot to bring this project up to date. First I discuss the project structure and designing for modification. Then I implement Lua to handle external scripting and asset management. Next I completely rebuild the engine making it more modular, and implement basic city elements. Then I discuss a strategy for various types of automata, such as pedestrians, vehicles and police, and implement them, whilst obeying the rules of the road.
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flowerthief
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« Reply #447 on: December 08, 2021, 08:00:45 PM »

ACTION BUTTON REVIEWS Tokimeki Memorial

must see of one of the most important underrated interactive narrative game

Lots of fond memories of that one. It's a total classic and definitely influenced me as a game designer. Interesting that he likes Nozomi best. My friend liked Yuina best, I liked Yukari best. Everyone really did have their own favorite.

In fact my current project (that I've been at for several years) combines some of the mechanics of Tokimemo with procedural generation by creating at runtime romanceable characters, each with their own visuals and own personality.
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gimymblert
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« Reply #448 on: January 10, 2022, 07:58:09 AM »




GraphBLAS: Building a C++ Matrix API for Graph Algorithms
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gimymblert
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« Reply #449 on: January 15, 2022, 04:37:54 PM »




Dialog System - Hyperbolica Devlog #7
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