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February 19, 2017, 05:45:34 pm

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #180 on: November 04, 2016, 12:05:07 pm »

More city generation
https://forums.unrealengine.com/showthread.php?87507-City-Architect&p=432856&viewfull=1#post432856

http://procworld.blogspot.fr/2011/07/city-lots.html
http://procworld.blogspot.fr/2011/07/screenshots-of-building-scopes.html
http://procworld.blogspot.fr/2011/07/political-landscape.html

http://www.citygen.net/
http://www.citygen.net/files/images/Procedural_City_Generation_Survey.pdf

https://github.com/TobieD/City-Generator

https://www.youtube.com/watch?v=vxC8vX2zAgY&feature=youtu.be&t=15m5s?
https://forums.unrealengine.com/showthread.php?87507-City-Architect&p=516463&viewfull=1#post516463

https://www.youtube.com/watch?v=KE4zcexK_yE&feature=youtu.be&t=3m40s?

http://www.win.tue.nl/~vanwijk/ibfv/ibfv.pdf

http://yourworld.yoyogames.com/

http://martindevans.me/game-development/2015/12/11/Procedural-Generation-For-Dummies-Roads/

https://forums.unrealengine.com/showthread.php?87507-City-Architect&p=532981&viewfull=1#post532981


node editor editor in unity
https://github.com/Baste-RainGames/Node_Editor
« Last Edit: November 04, 2016, 02:36:20 pm by gimymblert » Logged

gimymblert
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« Reply #181 on: November 05, 2016, 03:05:59 pm »

terrain generation
https://hub.jmonkeyengine.org/t/new-to-jme-design-feedback-and-discussion/26308/8

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gimymblert
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« Reply #182 on: November 07, 2016, 05:38:38 pm »

http://www.gamasutra.com/view/news/282691/Designing_Chasm_a_procedurally_generated_Metroidvania.php
Designing Chasm, a procedurally generated Metroidvania

http://www.gamasutra.com/blogs/HermanTulleken/20161005/282629/Algorithms_for_making_more_interesting_mazes.php
Algorithms for making more interesting mazes

http://www.gamasutra.com/blogs/MarkVenturelli/20161005/282737/Star_Vikings_Balancing_Randomness_Pacing_and_Space_of_Possibility.php
Star Vikings: Balancing Randomness, Pacing and Space of Possibility

http://www.gamasutra.com/blogs/DanielMaslovsky/20161018/283317/Bending_Unity_to_Carry_Spherical_Voxel_Planets_in_Planet_Nomads.php
Bending Unity to Carry Spherical Voxel Planets in Planet Nomads

http://www.gamasutra.com/blogs/TomasSala/20150929/254839/KLM_Jets_Doubling_viewingdistance_without_LODing_or_performancedrop.php
KLM Jets: Doubling viewing-distance without LOD-ing or performance-drop

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gimymblert
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« Reply #183 on: November 07, 2016, 05:51:07 pm »

http://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php?print=1
Continuous LOD Terrain Meshing Using Adaptive Quadtrees

http://www.gamasutra.com/view/feature/131743/artificial_emotion_simulating_.php?print=1
Artificial Emotion: Simulating Mood and Personality



http://www.gamasutra.com/view/feature/131848/tessellation_of_4x4_bezier_patches_.php?print=1
Tessellation of 4x4 Bezier Patches for the Intel Pentium III Processor

http://www.gamasutra.com/view/feature/131572/implementing_curved_surface_.php?print=1
Implementing Curved Surface Geometry

http://www.gamasutra.com/view/feature/131413/dynamic_level_of_detail_terrain_.php?print=1
Dynamic Level of Detail Terrain Rendering with Bézier Patches


A Real-Time Procedural Universe
http://www.gamasutra.com/view/feature/131507/a_realtime_procedural_universe_.php?print=1
http://www.gamasutra.com/view/feature/131451/a_realtime_procedural_universe_.php?print=1
http://www.gamasutra.com/view/feature/131393/a_realtime_procedural_universe_.php?print=1
http://www.gamasutra.com/view/feature/130921/a_realtime_procedural_universe_.php?print=1

http://www.gamasutra.com/view/feature/3377/algorithms_for_an_infinite_universe.php?print=1

discussion about procedural generation
https://news.ycombinator.com/item?id=12729530
« Last Edit: November 07, 2016, 09:31:04 pm by gimymblert » Logged

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« Reply #184 on: December 03, 2016, 07:21:58 pm »

river
https://github.com/delvr/Streams/blob/1.9.4/src/main/scala/streams/world/gen/structure/RiverGenerator.scala
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gimymblert
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« Reply #185 on: December 26, 2016, 05:52:38 pm »

https://www.reddit.com/r/proceduralgeneration/comments/5kff1i/metroidstyle_map_generating/
Procedural metroid map

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gimymblert
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« Reply #186 on: December 29, 2016, 01:38:18 pm »

http://web.archive.org/web/20080203123815/www.aarg.net/~minam/dungeon_design.html
The Secret Workings of Jamis Buck's Dungeon Generator
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gimymblert
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« Reply #187 on: January 16, 2017, 06:24:36 pm »

http://www.gamasutra.com/blogs/TequilaWorks/20160620/275347/How_to_take_advantage_of_textures_in_the_vertex_shader.php
How to take advantage of textures in the vertex shader

http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php
Sponsored: Go Procedural - A Better Way to Make Better Games

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gimymblert
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« Reply #188 on: January 16, 2017, 06:40:44 pm »




SideFX Houdini UE4 Plugin | Developer Interview | Unreal Engine
https://www.sidefx.com/
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« Reply #189 on: Today at 10:51:33 am »


Bonus, the generator itself works via web archive, too!
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