Bluesky · Hashtag

#procgen

106
posts · 30d
32
users
4
posts / day
3.3
posts / user
+ 10% vs last week

#procgen is an active hashtag on Bluesky. In the last 30 days, 32 people shared 106 posts with it — around 4 a day. Activity is up 10% versus the previous week, peaking on Aug 29 with 9 posts.

#procgen posts per day (last 30 days)

Posts with #procgen

Rune Skovbo Johansen
@runevision.bsky.social
9 months ago
I've overhauled my puzzle level generation so a level is now "grown" like cell tissue in a triangle tessellation. New elements can be inserted anywhere, and the whole level deforms to make room. This makes it easier to control topology and create paths that loops around areas. #ProcGen #GameDev
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18 86 542
ChristinaC.🏳️‍🌈🏳️‍⚧️
@christinacoffin.bsky.social
over 1 year ago
another stylized aesthetic explosion experiment. still challenging myself to only use default sphere mesh + vtx warp + fragment fx, no particles. stylized discard instead of alphablend in fragment shader for a sharp contrast + glitchy pixel look. #gamedev #godotengine #wip #vfx #rtvfx #procgen
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12 25 333
WereCoder
@werecoder.gamedev.blue
12 months ago
I'm an #IndieDev building a custom engine for my medieval fantasy survival game. Some things I've done so far: Simulation with client / server networking Basic DX12 renderer Asset pipeline Character movement and animation #ProcGen world creation Basic UI Basic Audio Basic Health / Combat
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14 14 285
Rune Skovbo Johansen
@runevision.bsky.social
5 months ago
For my game's terrain, I've long mulled over how to combine the epicness of grand mountains with the "what's around the corner?" intrigue of smaller cliffs and hills. After a lot of fiddling over the past two days, I think I may be onto something. #GameDev #ProcGen
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12 20 278
Gadget Patch
@gadgetpatch.bsky.social
3 months ago
Tested a big world of 6.5k tiles. It generates in about 5 seconds, chunks itself up into manageable pieces, and has no hitching as they cull themselves when out of view. Calling this map system refactor a huge success! Looking forward to getting back to gameplay now. :3 #Godot #GameDev #ProcGen
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9 28 259
Rune Skovbo Johansen
@runevision.bsky.social
almost 2 years ago
Hi! I'm Rune, a full-time solo indie game developer (art, design, code, ...). After releasing my first game 'Eye of the Temple' I've been busy developing procedural generation tech for my current game 'The Big Forest'. I often post about it; here's a sampling of my experiments. #GameDev #ProcGen
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2 13 217
Rune Skovbo Johansen
@runevision.bsky.social
about 1 year ago
I'm still working on my YouTube video about a cheap erosion filter, but I've been tinkering with improving it as well. I recently had some nice breakthroughs overcoming various limitations of the original filter by Clay John and Felix Westin, and I can't wait to tell you all about it. #ProcGen
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6 20 207
Rune Skovbo Johansen
@runevision.bsky.social
about 1 year ago
I learned of a cool erosion noise function from 2023 (link in reply) and wondered how it would feel in my game. First impressions: 1) It's fast for erosion, but quite slow for a noise function. 2) It looks nice from afar but doesn't make environments more satisfying to explore. #GameDev #ProcGen
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8 18 186

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