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With articles on generating everything from poetry to planets. SEEDS the community written Zine https://t.co/X5XGknKI8O should give you plenty of ideas.

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Seeds is Zine with lots of articles on Procedural Content Generation.

https://t.co/X5XGknKajg

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my friends and i made a little game last year for procjam! you can play it here: https://t.co/eXvYMWsaCD
here's the stuff i drew for it 🥕
(the others who participated are: )

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made something for using excited to share it soon :)

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my thing is creating levels with debug room layouts now. I think it will take another couple of days to finish.

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here's a thing i'm working on for

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✅ UVs tidied up to match the different wall portions and ceiling heights.

This was a bit tricky to get my head around because I had no idea how UVs worked and what kind of calculations I should be making.

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Working on a little island gen for leaning on doing work on the GPU and trying for a lot of variation - a way to go yet, I want to split things out into a few more layers (vegetation, water) and add some weathering processes.
Will be open source in the end.

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First release of Graph.ical, a free procedural texture authoring application developed for PROCJAM 2018 https://t.co/v3aApnmv19

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Blog post (image heavy): inspired by I decided to try voronoi maps on spheres, a topic I hadn't really explored before. https://t.co/GvjDJzHPI2

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Two types of support for overhanging parts of a building: pillars and... some smaller things :) There are still features to add, improvements to make and bugs to fix, but I'm going to submit this generator as is and probably update it later.

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Added some small details (chimneys, shutters, silly flags etc) and ability to generate buildings with random parameters (the last image)

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OK. I have figured it out—and the results are pretty INSANE. 🤯 (More in-depth analysis below after I celebrate a bit ;-) 🎉

These images are and it's beyond my expectations:

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"Thick" roofs. I also wanted to implement concave roofs, but it turned out to be a little harder than I expected so I'll probably skip it.

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For I got delaunay+voronoi working on a sphere, then applied 3d simplex noise to assign biomes. Scales up to 1M+ voronoi regions. I'm next going to experiment with alternatives to noise. Noise is easy but usually not what I want. Interactive demo: https://t.co/HcYISbPDo9

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The last set of screenshots for today: nicer windows, doors, roof texture (barely visible), symmetrical plans and night mode

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A bit more progress on my project. World generation produces more interesting stuff, movement is polished up more

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In case you weren't on twitter at stupid o'clock yesterday, my procjam entry, procmodeller. https://t.co/CZ7MGhYTnX

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