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Posts by proc_gen

Video

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.

22 hours ago 24 2 1 0
 an svg drawing of a cityscape in front of a starry night sky with a large pastel moon hanging in the background

an svg drawing of a cityscape in front of a starry night sky with a large pastel moon hanging in the background

#citySkyline #generativeArt

3 hours ago 1 1 0 0
Video

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

5 days ago 16 3 0 0
Post image

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

4 days ago 132 14 1 1
Video

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

1 week ago 62 6 4 0
Video

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

2 weeks ago 20 5 0 0
Video

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);

2 weeks ago 61 6 2 1
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generated IFS dust fractal

generated IFS dust fractal

Post image Post image Post image

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>

2 weeks ago 42 14 4 2
Preview
DataDeck A beautiful generative audio device that turns Singapore government data into music.

Introducing DataDeck โ€” an app that procedurally generates music from live Singapore government data feeds.

3 weeks ago 93 29 3 9
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.

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

2 weeks ago 15 3 0 0
Video

The Cathedral! Generated fully in geometry nodes in Blender. Only procedural modeling, no booleans, 40k nodes. ๐Ÿคก 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...

2 weeks ago 150 31 8 0

This is a masterpiece explanation - blog AND video AND demo!

3 weeks ago 58 8 1 0
Video

Playing around with procedural speaker grill in Blender

2 weeks ago 75 5 2 0
Preview
Cobweb Generator HDA / Houdini 21 Indie This is a Houdini Digital Asset (HDA) for generating procedural cobwebs.It is inspired by the method presented in Pixar's paper: "Dust and Cobwebs for Toy Story 4" Read the paper hereRequirementsHoudi...

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

3 weeks ago 22 2 0 0
Video

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

3 weeks ago 39 4 1 0
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Video

So the cathedral tower is DONE! Only took 2189 nodes ๐Ÿ˜… last building of the cathedral is the centeral doma tower. Geo nodes available here: github.com/IRCSS/Blende...

3 weeks ago 35 2 1 0

Right before dawn, a red dragon brings a small bundle of letters and packages and drops them on the tower's roof.

3 weeks ago 15 1 0 0

The wizard, feeling a pain in his knee, sits down and makes different plans for how to spend the rest of his day.

3 weeks ago 24 3 0 1
Video

Archipelago
#ProcGen

4 weeks ago 303 42 10 2

Just giving this a boost. Don't miss this symposium if you are interested in the intersection of games/poetry!

1 month ago 18 9 1 0
Video

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

1 month ago 25 8 2 0
Video

A strange forest, full of unsettling creatures

#procgen

1 month ago 167 20 3 0
Video

results from running my search for interesting neural cellular automata overnight

1 month ago 152 21 6 2
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Video
1 month ago 86 7 0 0
Video

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

1 month ago 104 15 4 0
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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

1 month ago 43 5 2 0
Preview
Release v1.000 Alpha: Unblocking Game Loop Achieved ยท jwvhewitt/gearhead-caramel After many months of wrestling with code, I have finally done it. GearHead Caramel now uses a single unblocking game loop. The multitude of 1990s style blocking game loops have been excised. The rp...

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

2 months ago 15 6 1 0
Video

Another part done! All procedural, no modeling, no booleans, all geometry nodes and blender. Nodes are here: github.com/IRCSS/Blende...

2 months ago 38 5 1 0
Video

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.

2 months ago 82 15 2 0
Video

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;

2 months ago 64 4 1 1
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