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June 24, 2022, 08:06:54 PM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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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
Quote
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
Quote
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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« 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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gimymblert
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« Reply #450 on: January 29, 2022, 10:15:43 AM »

http://www.science-and-fiction.org/rendering/noise.html
From random number to texture - GLSL noise functions
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gimymblert
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« Reply #451 on: February 01, 2022, 12:25:31 PM »




I Love Procedural Generation (And So Should You!)
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gimymblert
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« Reply #452 on: February 01, 2022, 02:56:34 PM »

https://tomcc.github.io/2014/08/31/visibility-1.html
The Advanced Cave Culling Algorithm™, or, making Minecraft faster
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gimymblert
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« Reply #453 on: February 01, 2022, 05:04:54 PM »

https://gamedev.stackexchange.com/questions/180163/how-do-minecraft-know-where-villages-buildings-are-if-the-village-is-not-genera



How Villages are Generated in Minecraft 1.14

https://gamedev.stackexchange.com/questions/189853/how-to-make-non-standard-sized-zones-for-a-procedurally-generated-2d-map
 method of "squeezed squares"




Procedural Planets in Blender - TUTORIAL

https://bytten-studio.com/devlog/2014/09/08/overworld-overview-part-1/
Overworld Overview - Part 1

https://github.com/tcoxon/metazelda
Implementation of an algorithm for procedurally-generating dungeons with Zelda-like item-based puzzles.

https://github.com/ianhorswill/CatSAT/blob/master/Documentation/AIIDE18%20-%20CatSAT.pdf
CatSAT: A Practical, Embedded, SAT Language for Runtime PCG
https://github.com/ianhorswill/CatSAT
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« Reply #454 on: February 06, 2022, 01:54:39 PM »

https://www.gamedeveloper.com/blogs/generating-optimized-2d-art-in-unity-procedural-generation-for-stylized-and-optimized-2d-foliage
Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage


http://www.galaxykate.com/blog/generator.html
So you want to build a generator
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gimymblert
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« Reply #455 on: February 07, 2022, 07:03:55 PM »

https://www.routledge.com/Procedural-Storytelling-in-Game-Design/Short-Adams/p/book/9781138595309
Procedural Storytelling in Game Design
Edited By Tanya X. Short, Tarn Adams
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« Reply #456 on: April 12, 2022, 07:40:46 AM »

https://www.youtube.com/playlist?list=PLnRmXj9gwMNdJNPUHu0x6kTZYy_YzRZP0
Unity Procedural Terrain
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« Reply #457 on: April 28, 2022, 02:45:11 PM »

https://gamedevelopment.tutsplus.com/tutorials/how-to-dynamically-slice-a-convex-shape--gamedev-14479
How to Dynamically Slice a Convex Shape


https://martindevans.me/game-development/2016/03/30/Procedural-Generation-For-Dummies-Half-Edge-Geometry/
Procedural Generation For Dummies: Half Edge Geometry In Which A Datastructure Is Revealed





The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022




The Matrix Awakens: Generating a World | Tech Talk | State of Unreal 2022

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gimymblert
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« Reply #458 on: April 28, 2022, 02:45:37 PM »




Superpositions, Sudoku, the Wave Function Collapse algorithm.




Monster Breeding
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