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Twitter
No blog post this week (I'm on vacation); here are some fun 🌈 images from my procgen experiments. Hope to have more…
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17 hours ago
Twitter
A comprehensive resource about using hex grids, the relationships between them, and common algorithms…
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yesterday
NoiseCapture interactive community map
Hexagons all over the world. Many thanks to for the help.
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yesterday
Twitter
Hexagons all over the world. Many thanks to for the help.
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yesterday
Twitter
Does any other industry share info as deeply/freely as tech? mind blowing treatise on hex-b…
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2 days ago
Twitter
I will be there for the beginning, but I'll have to leave early. I plan to come back to the area later thi…
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3 days ago
2017 - IndieWeb
Good morning Portland!
Time to get Summit weekend started!
(ttk.me t4p01)
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4 days ago
Columbia River steering
The Columbia River mouth is full of sand bars and strong currents.
history  water 
4 days ago
Twitter
Wow, great paper! I had been trying to somehow solve the uplift+erosion in one pass and hadn't thought of u…
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4 days ago
Twitter
Yes! I saw those in the thesis. Cool ideas! I am semi-randomly expanding in delaunay graph to make the rive…
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4 days ago
Twitter
I haven't! I was trying to read your thesis, which has great diagrams and references. And I'm sure the text…
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4 days ago
Untitled (https://hal.inria.fr/hal-01262376/file/2016_cordonnier.pdf)
Also, did you read Guillaume Cordonnier's paper ? It's kinda a follow up of mine.
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4 days ago
Twitter
Achievement unlocked! Pathfinding accomplished using the A* algorithm. Thanks to the amazing .…
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5 days ago
Hexagonal Grids
This is a beautiful site for creating hexagonal grid games in code
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5 days ago
Twitter
Working on some procedural islands for a strategy game.
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6 days ago
Why's (Poignant) Guide to Ruby
_why's poignant guide reminded me that programming can be fun and expressi…
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7 days ago
Twitter
_why's poignant guide reminded me that programming can be fun and expressi…
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7 days ago
Twitter
Since a bunch of people are retweeting this I feel the need to clarify (140 char doesn't do it justice)...
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7 days ago
Twitter
Followup blog post: I use these rivers to figure out where to place mountains. Haven't gotten mountains working yet…
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8 days ago
Twitter
Tired of justifying Tracery to academics, so my presentation for tomorrow is just a page of nice things people say…
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8 days ago
Interpolating in a Triangle - Code Plea
Beginner's guide to barycentric coordinates
geometry 
9 days ago
Twitter
Yes, I would prefer intentional cliffs instead of accidental ones! I need to talk to the game designer to…
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11 days ago
Twitter
Cover it with pine trees and it will really remind me of the scenery near Marseilles/Aubagne/Cassis/L…
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11 days ago
Twitter
I’ve been thinking of discontinuities as bugs to fix but maybe I should leave them in
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11 days ago
Twitter
Thanks! Working backwards: river systems first, now height maps that match the needs of the…
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11 days ago
Twitter
I want to make a 24x36” poster of your latest river map—something so pleasing about it—chaos but with…
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12 days ago
Twitter
We want large flat valleys for our game, not realism. I found that distance-to-fork was a good indicator; p…
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12 days ago
Twitter
Yes! 1.25 million triangles, each with a river segment. I grow mountains where the rivers are parallel and…
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12 days ago
Twitter
Experimenting with procedural mountain generation.
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12 days ago
Twitter
Shreve (flow volume) makes sizes very big; sqrt of Shreve (radius of cross section) l…
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13 days ago
Twitter
You can click on most of the diagrams on the page to regenerate them :-)
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14 days ago
Gamasutra: Davide Aversa's Blog - Improve Inventory-Aware Pathfinding with Map Preprocessing
Veeery late. But I finally published the sequel to my previous Gamasutra article on Inventory-Aware Pathfinding.
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14 days ago
Twitter
Drawing 21, Duskwing from , For more art support Super Method on Patreon -
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14 days ago
Twitter
Plain JS. I've used Haxe and TypeScript for some projects but for small projects like this blog post I…
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15 days ago
Procedural river drainage basins
Blog post: Procedurally constructing river drainage basins before generating elevation; wil…
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15 days ago
Twitter
Blog post: Procedurally constructing river drainage basins before generating elevation; wil…
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15 days ago
Twitter
Writing a tutorial? Check out Amit Patel's interactive tutorial on interactive tutorials:
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15 days ago
Twitter
Finally got the builders in my little hobby project to use the pathfinding stuff I did a couple weeks ago. REFACTOR…
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16 days ago
Twitter
10 hours later I got a triangle. This stuff is crazy 🙃
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16 days ago
Twitter
mmmm brains! Also makes me think of lightning, tree roots, blood vessels
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17 days ago
Twitter
cool! blood vessels,capillaries in plants,roots,rivers,lichen,fungus—lots of patterns…
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17 days ago
Twitter
The "normal" thing to do would be to have the height maps determine the drainage basins but I want to ex…
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17 days ago
Twitter
Continuing to work on procedural river drainage basins; watersheds could form country borders; blog post coming Mon…
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18 days ago
Summary of Solutions by Overall Rank | Drawdown
Full list of ranked solutions: . Notably low: electric vehicles , airpla…
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18 days ago
Twitter
Full list of ranked solutions: . Notably low: electric vehicles , airpla…
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18 days ago
Twitter
Finally created a repo with my implementation of your HexLib. It’s pretty bare bones, but quite func…
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18 days ago
Twitter
Very basic pathfinding, yay! Needs diagonal and walls, but progress! :D
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19 days ago
Untitled (https://www.crcpress.com/Procedural-Generation-in-Game-Design/Short-Adams/p/book/9781498799195)
I edited "Procedural Generation in Game Design" with Tarn Adams of and you can buy it now! Add to Cart!
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20 days ago
Flickr
If you like looking at river maps, be sure to look at 's river map project
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20 days ago
Untitled (http://www.redblobgames.com/x/1723-procedural-river-growing/blog/bfs-decakilo.png)
This week's project: procedural river generation (early screenshot, lots of features still…
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20 days ago
Twitter
This week's project: procedural river generation (early screenshot, lots of features still…
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20 days ago
Flickr
your original 2010 article sparked an interest to try this myself a few years ago, great 👍
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22 days ago
Procedural Maps · Issue #36 · TheMapSmith/color-tools · GitHub
I love me some good procedural maps. 's seminal post on the topic inspired me to log these map tools:
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22 days ago
Twitter
Blog post: Data structures for representing the dual mesh I'm using for procedural map gene…
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22 days ago
Twitter
The only thing I’m not sure about is whether it’s simpler (fewer edge cases) to give every half edge an op…
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22 days ago
Twitter
I worked out on paper what my ideal data structure would be; turned out .triangles and .halfedges were *ex…
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22 days ago
Twitter
Ooh, just saw the halfedges addition. I just wrote some code to build it myself, not realizing you were ad…
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22 days ago
Twitter
Ah! Very cool, nonetheless - pretty sure I played both games at one point or another. Cool seeing tha…
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23 days ago
Twitter
Some map generation fails from a previous map generator project. Rivers are hard! They don't go straight through la…
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23 days ago
Twitter
RT : Finding the smallest circle that encloses a set of circles.
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25 days ago
Miniball - Mike Bostock - d3.express
RT : Finding the smallest circle that encloses a set of circles.
from twitter
25 days ago
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