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Samuel Lundsten

@SamuelLundsten4,548 subscribers

Technical Artist. | Lecturer at LTU | PolySoup Interactive https://t.co/N3kZW1OWDC | Recent release: https://t.co/4kSNzhLyRC 🌭

Shorts

Slowing down the execution time and popping the hood

Slowing down the execution time and popping the hood

222,143 views

Working on a procedural map generator. I really want to click on these icons.

Working on a procedural map generator. I really want to click on these icons.

199,883 views

Swapped the placeholder characters with some lively small fellas. Helped make the pacing more apparent.

Swapped the placeholder characters with some lively small fellas. Helped make the pacing more apparent.

114,852 views

"A few tiles later".. rewrote the WFC algorithm, so now it has a good navigability heuristic and some other neat stuff. Maybe the next Bad North should take place in the forest, like this?

"A few tiles later".. rewrote the WFC algorithm, so now it has a good navigability heuristic and some other neat stuff. Maybe the next Bad North should take place in the forest, like this?

151,479 views

Now and then, I open this up and watch the procedural animation, amused by how silly it looks.

Now and then, I open this up and watch the procedural animation, amused by how silly it looks.

54,901 views

Ported my map generator to Godot aswell. Decided to try it out in 3D.

Ported my map generator to Godot aswell. Decided to try it out in 3D.

77,442 views

Trying to figure out vertical traversal for joystick-based agent steering.

Trying to figure out vertical traversal for joystick-based agent steering.

58,978 views

Exploring some player-driven flock behavior. Sheep are the obvious choice.

Exploring some player-driven flock behavior. Sheep are the obvious choice.

28,903 views

Same squad joystick control setup, testing out group center + joystick axis to direct attacks.

Same squad joystick control setup, testing out group center + joystick axis to direct attacks.

43,080 views

Tried porting the generator to Godot. No fancy tiles nor collapse heuristic, but a navigability flood-fill, placing trees at unreachable tiles.

Tried porting the generator to Godot. No fancy tiles nor collapse heuristic, but a navigability flood-fill, placing trees at unreachable tiles.

39,706 views

Videos

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