procgen   441

« earlier    

Eric Heitz's Research Page
"We propose a new by-example noise algorithm that takes as input a small example of a stochastic texture and synthesizes an infinite output with the same appearance. It works on any kind of random-phase inputs as well as on many non-random-phase inputs that are stochastic and non-periodic, typically natural textures such as moss, granite, sand, bark, etc. Our algorithm achieves high-quality results comparable to state-of-the-art procedural-noise techniques but is more than 20 times faster."
procgen  graphics 
13 days ago by amitp
Building Calendars
Video explaining how to build calendars for your new planet - solar, lunar, day length, intercalation, month length, weeks, etc.
time  procgen 
4 weeks ago by amitp
Algorithmic Botany: Publications
treasure trove of papers and other resources covering l-systems and other plant growth modeling techniques.
graphics  procgen 
5 weeks ago by athaeryn
Caves of Qud history generation
This paper is normally behind a paywall but the authors have made it available
gamedev  procgen 
6 weeks ago by amitp
Spent some time working on my map generator with and I improved the voronoi point generati…
d3  procgen  javascript  from twitter_favs
8 weeks ago by jwtulp

« earlier    

related tags

3d  advocacy  ai  algorithms  architecture  art  articles  book  canvas  classic  color  constraint-solving  d3  design  dnd  dungeon-generation  fantasy  game  gamedev  gamemaker  games  generation  generative  generator  graphics  hexagon  homebrew  html5  images  indiedev  indiegame  interesting  javascript  js  latered  learning  lowpoly  map  maps  math  ml  music  narrative  neuralnetworks  nms  pixelart  plant  poetics  presentation  procedural  processing  procjam  programming  project  python  reminders  rpg  sciencefiction  space  svg  talks  terrain  text  tiles  time  titaa  tutorial  tutorials  unity  unity3d  videogames  videos  voxelart  wavefunctioncollapse  web  webgl  weird-games  wii 

Copy this bookmark: