facade (2005) screenshot with an added “DLSS5 OFF” label graphic
facade (2005) screenshot with an added “DLSS5 ON” label graphic real world photos of Tom Welling and Anne Hathaway have replaced the game’s characters
facade (2005) screenshot with an added “DLSS5 OFF” label graphic
facade (2005) screenshot with an added “DLSS5 ON” label graphic real world photos of Tom Welling and Anne Hathaway have replaced the game’s characters
They mean, "this location has a recognized pattern of walls/floors/ceilings." I define the patterns I care about in data, and the system assigns a random color to each one.
For example, there's a unique color for "walls on all sides, no floor or ceiling; i.e. part of a vertical shaft".
No doubt. The PCGEx library has some great pathfinding that supports waypoints and I have a toy setup that let's me create point actors in a volume and solve a route through them.
I can also see it informing content synthesis algorithms like WFC.
I also want to see if I can aggregate it to better reason about interesting topologies, e.g. "this is the start of a bottomless pit that extends 12 cells downward," or "these locations could accommodate a prefab of size x/y/z".
I think I want to use it to inform placement of environmental decorations, interactables, and metadata volumes that will influence PCG generation at those locations.
Been working on how to tease interesting environmental data out of my dungeon generator, like whether a location does/not meet certain criteria for nearby floors and walls. #procgen #screenshotsaturday #unrealengine #pcgex #dungeoncrawler
There are lots of gamers who love game developers, too.
Adapted some of PCGEx's pathfinding algorithms to my dungeon's corridors, which are more rectilinear now and feel more structural. #ScreenshotSaturday #DungeonCrawler #PCGEx #UnrealEngine #procgen
CHROMATIC CONUNDRUM JUST RELEASED ON STEAM!
store.steampowered.com/app/3081690/Chromatic_Conundrum
#gamedev #indiedev
IIRC Dreams solved it by packing volumes with spheres, based on a technique published by NASA(?). You could actually see a brief visualization of it if you tweaked an object's physics accuracy.
Really exciting work!
I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... 🧵
Really slick. For the visualization, did you roll your own solution for "morphing" between the steps?
Get ready! In just a few weeks the demo drops for Prophecy Island, my openworld roguelite rpg!
Wishlist on Steam now if you haven't already!
#indiegame #roguelite #rpg #openworld #trailer
First #dungeoncrawler progress of 2026!
#procgen #unrealengine
Today I crested 10K titles viewed in my Steam discovery queue. 💪
Enjoyed Tron: Ares and just want to say to whoever thought of the "square water drops on the camera lens" detail, I SEE YOU. ❤️
My favourite thing I heard of like this is a debugging feature in Alien Isolation where instead of hissing the Alien states aloud what it's thinking about.
"I heard you. I am hunting you. I am hunting you. I am hunting you. I have found you."
Hero fluter.
Why is there no game featuring Flute Guy and his arsenal of flute weapons? #TheGameAwards
PSA: #Dogma is available for purchase on Apple TV. Available to rent January 6.
This is cool to see; this “roller spline” approach is how we modeled deformable half pipes in THPS Remastered Create-A-Park. We also had to solve lots of math knots.
It'd be sick if you left a nice review and told all your pals. The people must know...
Thanks, friends. ❤️
store.steampowered.com/app/2467100/...
My strategy game, MORSE released this week!
MORSE teaches you Morse Code through timing, tactics and telegraphy. Learn a secret language, build your own telegraph and jump head first down the rabbit hole of ham radio. 🔥⚓️⚫️➖
#hamradio #screenshotsaturday #gamedev #morsecode
Godot Fest 2:30 PM 120min Seeing the forest for the trees: How to think about workflows when designing tools Italy Workshop English This session will not be recorded In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (Ul) of their tools. Robin Yann Storm
At GodotFest I am giving a Tool Design talk today at 12:25 in the Iberico room, and Tool Design workshop tomorrow at 14:30 in the Italy room.
What workflows do you think have the biggest gaps? Modeling? Blockout? Environment art? Lighting?
What I saw.
The morphs in Keeper use distance fields as an (implicit) surface representation, which makes it possible to control the distance at which the surface should lie. In other words, it’s easy to deflate or inflate objects, and meshes become easily ‘moldable’.