Top products from r/proceduralgeneration
We found 12 product mentions on r/proceduralgeneration. We ranked the 10 resulting products by number of redditors who mentioned them. Here are the top 20.
2. Pixel Dungeon
Sentiment score: 0
Number of reviews: 2
Pixel-art graphicsSimple touch interface25 randomly generated levels (sewers & prison), 20 types of monsters + 5 bossesVarious dungeon features (incl. hidden and locked doors, traps, chests etc.)80+ types of items (incl. armor, weapons, potions, wands etc.)
3. A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series)
Sentiment score: 1
Number of reviews: 1
Oxford University Press USA
4. The Timeless Way of Building
Sentiment score: 1
Number of reviews: 1
Great product!
5. The Science of Fractal Images
Sentiment score: 1
Number of reviews: 1
Used Book in Good Condition
6. Fluid Concepts and Creative Analogies: Computer Models Of The Fundamental Mechanisms Of Thought
Sentiment score: 0
Number of reviews: 1
ISBN13: 9780465024759Condition: NewNotes: BRAND NEW FROM PUBLISHER! 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!
7. Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)
Sentiment score: 1
Number of reviews: 1
Used Book in Good Condition
Hi. Sorry if I made it similar to your content! No I'm not in that discord channel but I will be sure to check it out. I am currently reading "procedural content generation in games" book)(https://www.amazon.com/Procedural-Generation-Computational-Synthesis-Creative/dp/3319427148) and in chapter 3.2 there is a description of binary space partitioning algorithm. I thought I'd like to use in one of my games. Thanks for checking out my video.
I sure would like to see what you have created :)
The original paper: https://citeseerx.ist.psu.edu/viewdoc/download;jsessionid=7D041E4B27365771B6EB7EAA7022FE7D?doi=10.1.1.21.3719&rep=rep1&type=pdf
I gather it's also published in this book (along with loads of other relevant things): https://www.amazon.com/Science-Fractal-Images-Heinz-Otto-Peitgen/dp/0387966080/
Blending in a secondary heightmap has been a favorite trick of mine for these sorts of things as well. I explain more about the approaches I've taken in the past in another comment on this post. Most of what I was doing was focused on creating discrete, stand-alone continents + surrounding smaller islands, or individual islands / island chains, not whole-world-maps. The idea was that I could build up the world of my games incrementally by focusing each one on a small region of the world and then later decide how those pieces fit together and how many there ought to be. Sadly, my game studio wasn't successful enough to pursue that idea in much depth.
Your code looks awesome! I don't quite have the time to dive in and follow along with what it's doing in depth right now, but it seems like a fair bit of the "magic" is in
_filterRelief
, yes?(Random aside -- One thing to keep in mind, if you're planning on using your results in a game: If you want this stuff to be efficient in terms of GPU usage, you'll want to clip your texture to an even power-of-two at the end of synthesis, otherwise GPUs will pad it out to the next power-of-two size on each edge. Lots of wasted VRAM!)
I do know of this book.
https://www.amazon.com/Procedural-Generation-Design-Tanya-Short/dp/1498799191
But I don't know how it is. I've actually been meaning to ask about it here one of these days. It has the great Tarn Adams of Dwarf Fortress name on it but I don't know how much of him is actually in it. And I honestly don't put much trust in amazon reviews anymore.
Which version of this book do you recommend?
Amazon has this page.
The ebook is roughly twice the price, but has a more recent published date of 2014. The cheaper hardcover has double the pages, but a published date of 2002.
Thanks for the suggestion, and assistance.
Coming back to this, I found my collection of research bookmarks...
https://en.wikipedia.org/wiki/Circulation_(architecture)
http://portico.space/architecture-concepts
http://portico.space/journal//architectural-concepts-circulation
https://www.pinterest.nz/portico_/concepts-circulation/
https://www.sciencedirect.com/science/article/pii/S2095263514000375 <-- This one is promising
https://en.wikipedia.org/wiki/Architectural_plan
https://www.amazon.com/gp/product/0195019199/ref=ppx_yo_dt_b_asin_title_o02_s00?ie=UTF8&amp;psc=1
and
https://www.amazon.com/gp/product/0195024028/ref=ppx_yo_dt_b_asin_title_o02_s00?ie=UTF8&amp;psc=1 are the origins of software design patterns, but talk about physical architecture. There is a lot of good information in these books.
One of the books I own is Texturing and Modeling: A Procedural Approach.
There's also this PDF online about L-Systems: Algorithmic Botany.
Hope those are useful links.
This is one of my favorite game design books and it focuses on procgen. It’s edited by the guy who made Dwarf Fortress and most of the authors are practitioners rather than researchers which is a perspective I like.
Very high level but useful: the 36 dramatic situations by Polti. A typology of story types.
http://www.amazon.ca/36-Dramatic-Situations-Georges-Polti/dp/1604244879/ref=sr_1_3?ie=UTF8&amp;qid=1394019490&amp;sr=8-3&amp;keywords=the+36+dramatic+situations
Reminds me a bit of the alphabets in Hofstadter's Fluid Concepts and Creative Analogies book.
Pixel Dungeon
Subreddit: /r/PixelDungeon
It's free on Android and free on Amazon, but it seems to cost $3 on iOS and $5 on Steam.
Here is the mobile version of your link