Advertisement · 728 × 90

Posts by Jeff Stewart

facade (2005) screenshot with an added “DLSS5 OFF” label graphic

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 ON” label graphic real world photos of Tom Welling and Anne Hathaway have replaced the game’s characters

1 month ago 1908 504 14 14

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".

1 month ago 1 0 0 0

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.

1 month ago 2 0 0 0

I can also see it informing content synthesis algorithms like WFC.

1 month ago 1 0 1 0

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".

1 month ago 2 0 1 0

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.

1 month ago 1 0 1 0
Probing walls and floors
Probing walls and floors YouTube video by Jeff Stewart

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

1 month ago 6 0 2 0

There are lots of gamers who love game developers, too.

1 month ago 0 0 0 0
Corridors work
Corridors work YouTube video by Jeff Stewart

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

1 month ago 4 0 0 0
Advertisement
Video

CHROMATIC CONUNDRUM JUST RELEASED ON STEAM!
store.steampowered.com/app/3081690/Chromatic_Conundrum

#gamedev #indiedev

2 months ago 103 26 6 4

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.

3 months ago 3 0 0 0
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

Really exciting work!

3 months ago 2 0 2 0
Video

I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... 🧵

3 months ago 99 35 1 4

Really slick. For the visualization, did you roll your own solution for "morphing" between the steps?

3 months ago 1 0 1 0
Video

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

3 months ago 13 5 1 0
Blending in Simple Chambers
Blending in Simple Chambers YouTube video by Jeff Stewart

First #dungeoncrawler progress of 2026!
#procgen #unrealengine

3 months ago 3 1 0 0
Post image

Today I crested 10K titles viewed in my Steam discovery queue. 💪

3 months ago 1 0 0 0

Enjoyed Tron: Ares and just want to say to whoever thought of the "square water drops on the camera lens" detail, I SEE YOU. ❤️

3 months ago 2 1 1 0

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."

4 months ago 495 124 11 14
Advertisement

Hero fluter.

4 months ago 0 0 0 0

Why is there no game featuring Flute Guy and his arsenal of flute weapons? #TheGameAwards

4 months ago 3 0 1 0
Preview
Dogma - Apple TV An abortion clinic worker with a special heritage is called upon by the Voice of God to stop two exiled angels from entering a New Jersey church and t…

PSA: #Dogma is available for purchase on Apple TV. Available to rent January 6.

4 months ago 3 1 0 0

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.

4 months ago 1 0 1 0
Preview
Save 10% on Hail to the Rainbow on Steam The story of a lonely young man named Ignat, who survives in the dangerous and gloomy world of post-apocalyptic cyberpunk. You have to face the trials of a new reality and plunge into the secrets of t...

Really looking forward to this; just became available!

store.steampowered.com/app/1699230/...

4 months ago 0 0 0 0
Preview
Save 15% on Chiaroscuro Imago on Steam A short piece of horror fiction about honey and lies; entomology and etymology; murky secrets and stark realities. Find out what happened to the moths.

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/...

5 months ago 23 15 0 3
Video

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

5 months ago 252 80 6 6
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

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.

5 months ago 6 2 1 0

What workflows do you think have the biggest gaps? Modeling? Blockout? Environment art? Lighting?

5 months ago 0 0 0 0
Advertisement
Post image

What I saw.

5 months ago 1426 375 21 9
Video

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’.

5 months ago 181 23 12 2