
Rune Skovbo Johansen →🦋🐘
@runevision • 5,670 subscribers
I don't monitor this account, find me here: 🦋@runevision.bsky.social 🐘@[email protected]
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I wanted to do a side-by-side comparison of my procedural animation to hand-authored animations on some models I bought. This is so I can better study what I need to improve. When I got my comparison tool running for the first time, this is what I was greeted with! 😅 #ProcGen
Rune Skovbo Johansen →🦋🐘568,834 просмотров • 1 год назад

I've quietly made my LayerProcGen framework public: It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual. Up for taking it for a spin? Let me know what you think! #ProcGen
Rune Skovbo Johansen →🦋🐘28,564 просмотров • 2 лет назад

In 2.5D platformer The Cluster, the camera uses sophisticated framing of the player depending on the context and the player's movement. This makes use of special filtered proximity data generated for the camera. #ScreenshotSaturday #ProcGen #IndieGameDev
Rune Skovbo Johansen →🦋🐘14,707 просмотров • 2 лет назад

I'm working on visualizations of how I'm using my LayerProcGen framework in my game. Layers building upon each other is how I can generate highly contextual features (like paths based on path-finding) that seamlessly cross chunk boundaries. #ProcGen
Rune Skovbo Johansen →🦋🐘10,080 просмотров • 2 лет назад

I implemented points of interest in my generated forest landscape. They are flattened areas where structures or similar can be placed and I just placed some towers there for now. They are connected by paths, so now the paths actually go somewhere. #ProcGen
Rune Skovbo Johansen →🦋🐘10,409 просмотров • 2 лет назад
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