Have a baisic house generation along spline wokring, as usual all geometry nodes. It still needs a few improvement, but slowly I just want to get start with the next pahse.
Posts by proc_gen
an svg drawing of a cityscape in front of a starry night sky with a large pastel moon hanging in the background
Atlascape for Blender.
Bundle your textures into atlases and build complex multi-layered PBR materials which use only a few textures. Export to Unreal, Unity, and Godot.
Coming soon to my Superhive and Gumroad stores.
#b3d #blender #blender3d #cgi
My new terrain generator has consumed me ... this was supposed to be a light side project while I finished up the art for Cyclopean II. But it is taking on a life of its own.
#ProcGen #GameDev #Roguelike
Btw the climat & river generation I've shown before was slowed down so that you can somewhat see what's going on. In reality it's super fast - the whole thing is generated in less than a few seconds:
#indiedev #gamedev #indiegames
Testing out the procedural reef generation.
It's a little more satisfying than I thought to watch it grow in real time...
#indiedev #gamedev #godot #procgen
Flare
vec2 p;
for(float i=-1.;i<1.;i+=.1)o+=(cos(i/.3+vec4(0,1,2,0))+1.)/max(length(tan(((2.*FC.xy-r)/r.y+i)/.6*mat2(cos(t+i+vec4(0,11,33,0)))+i)),i*i);o=tanh(o*o/1e3);
generated IFS dust fractal
data:text/html,<canvas id=x><script>X=x.getContext`2d`;s=Math.sin;p=[...Array(x.height=x.width=w=904)].map(G=Math.random);w/=2;g=([x,y],[a,b,c,d])=>w+s(3*a*x/w+7*b)*s(7*c-3*d*y/w)*w;for(v=[0,i=9e5];--i;v=v?.map((x,j)=>g(v,p.slice(h+j*4))))h=G(X.fillRect(...v,1,1))*32|7</script>
Introducing DataDeck โ an app that procedurally generates music from live Singapore government data feeds.
A line art illustration in pink and orange on a white grid background. The image features various geometric shapes, including squares, rectangles, and circles, all outlined with thin pink and orange lines. Several shapes are filled with diagonal lines for shading or texture. The composition has a clean, modern, and abstract style, with a sense of order and symmetry.
Geometric Shapes / 260331
#p5js
#generative
#creativecoding
The Cathedral! Generated fully in geometry nodes in Blender. Only procedural modeling, no booleans, 40k nodes. ๐คก Nodes available on my github, consider sharing because it will get the free asset to the hands of those who need it: github.com/IRCSS/Blende...
This is a masterpiece explanation - blog AND video AND demo!
Playing around with procedural speaker grill in Blender
There was a neat SIGGRAPH talk from Pixar a few years ago about generating procedural cobwebs (research.pixar.com/docs/2019.Si...), and now someone has implemented it as a free Houdini HDA. This looks fun to play with!
4177174337403.gumroad.com/l/lguyo
New trick! A problem in creating roofs is that you have some fucked up shape, now you need to make it regural to make a beautiful roof. Here what I am doing is constructing a regurally sided octagon, but ensuring that the ordering of vertices is the same between it and my base
So the cathedral tower is DONE! Only took 2189 nodes ๐ last building of the cathedral is the centeral doma tower. Geo nodes available here: github.com/IRCSS/Blende...
Right before dawn, a red dragon brings a small bundle of letters and packages and drops them on the tower's roof.
The wizard, feeling a pain in his knee, sits down and makes different plans for how to spend the rest of his day.
Archipelago
#ProcGen
Just giving this a boost. Don't miss this symposium if you are interested in the intersection of games/poetry!
from an experiment, these are two species of neural boids that mill with an inner ring of one species and an outer ring of another
the blue ones can only mill around the red ones, on their own the blue ones just swarm, the red ones mill on their own
A strange forest, full of unsettling creatures
#procgen
results from running my search for interesting neural cellular automata overnight
This is pretty cool.
It's a visualisation of the internals of The Sentinel on the #BBCMicro.
This is it generating the game landscape for the first level from 256 pseudo-random numbers.
Next week I'll be releasing a deep dive into exactly how this works.
#retrocomputing #retrogaming #c64 #8bit
I setup a Halation simulator for blender!
Halation is a property of film, it occurs when strong light hits the back of film and is reflected back through the film a second time. the result is visually similar to bloom, (hence the name of my node group)
#BLENDER #BLENDER3D #B3D
GearHead Caramel v1.000alpha has been released. This is a public alpha of the recent refactoring, and I can promise you that it is full of bugs, but any help in locating and identifying the bugs would be greatly appreciated. github.com/jwvhewitt/ge... #ghrpg #GameDev #SoloDev
Another part done! All procedural, no modeling, no booleans, all geometry nodes and blender. Nodes are here: github.com/IRCSS/Blende...
Procedural support beams for the bridge. Again funny how there any thing from gothic, rococo, roman, elven to timur architecture in a single arc.
Made a bunch of geomtry nodes for this, a wrapper to wrap these shapes around cruves, spacing them perfectly etc.
Drip
vec2 p=(FC.xy*2.-r)/r.y*vec2(10,1),
a=vec2(.5,.1),
f=fract(vec2(p.x,p.y+t*4./PI+sin(ceil(p.x)/.1+t)))-a,
m=1.-max(f/(1.-a),-f/a);
o+=tanh(.1/(1.-m.x))*m.x*m.y;