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Everyone keeps asking me how I generated the sprites, my assets, etc., for Evergrow. Astra made a custom drawing engine, and everything is drawn procedurally in code! I also built a lot of tools to browse and refine all the art in the game!

41,505 просмотров • 10 дней назад •via X (Twitter)

Комментарии: 26

Фото профиля Matet | Never Stop Building
Matet | Never Stop Building10 дней назад

Seriously impressive. How do you keep the procedural art consistent across the game?

Фото профиля kev
kev10 дней назад

Open sourcing this by any chance?

Фото профиля Sotiris Kaniras
Sotiris Kaniras10 дней назад

Is it efficient to have them procedurally drawn?

Фото профиля Thomas Ricouard
Thomas Ricouard10 дней назад

Yes, very efficient, code is cheap tokens

Фото профиля Heisenblurb
Heisenblurb10 дней назад

@grok what does procedural mean here, exactly?

Фото профиля shadow
shadow10 дней назад

I try doing that with fable and it was so dumb

Фото профиля I like Farofa 😃
I like Farofa 😃10 дней назад

Humanity needs a new term for generative AI Calling it art doesn’t feel right... feels soulless.

Фото профиля Eccentric Cupcake
Eccentric Cupcake10 дней назад

The flashbang every time you swap tabs...

Фото профиля Cyrus Zei
Cyrus Zei10 дней назад

Ok, tell me more

Фото профиля Narcissus
Narcissus10 дней назад

procedural and still looks hand painted is the actual flex

Фото профиля Mr Pixel | Driftania 🏝
Mr Pixel | Driftania 🏝10 дней назад

It's amazing, how many tools are for game creators

Фото профиля Anton
Anton10 дней назад

Procedural 🔥 this is the best way to leverage Astra and other models : unique textures, models and animations

Фото профиля domaggio
domaggio10 дней назад

i had the same idea yesterday, so i built a very similar thing called voro. you can browse 3d assets from any folder and it has a review section to write down notes

Фото профиля TriitonGM 👑
TriitonGM 👑10 дней назад

Ok, this is sick!

Фото профиля CJ Poppinov
CJ Poppinov10 дней назад

@Doomstopher bruh so sick

Фото профиля Papa
Papa9 дней назад

That's fucking awesome.

Фото профиля Maria Martins
Maria Martins10 дней назад

you should post a tutorial of your entire process :)

Фото профиля Jesper Bylund -- just/acc
Jesper Bylund -- just/acc10 дней назад

That's seriously cool

Фото профиля Sam Starkman
Sam Starkman10 дней назад

Hmm the game I am building with Codex used the same exact font 😂

Фото профиля Lucca Cerf ➔ Pluma Finance
Lucca Cerf ➔ Pluma Finance10 дней назад

Hey Thomas! We had the same idea :) . AI pipelines need tools like that to visualize results. One thing that I’m doing different is that I’m also building a customized animator. This the end game of vibe games ;)

Фото профиля Kektorius Maximus Pepe
Kektorius Maximus Pepe10 дней назад

having astra build you tools that you can then continue to use to frame your game is 10000% smarter then having it try to one shot it for ya

Фото профиля Joon, Marty McFly's Forgotten Dog
Joon, Marty McFly's Forgotten Dog9 дней назад

Interesting! Would love to know more details via a blog post or something (if you have the time in the future).

Фото профиля Tony Ricardo
Tony Ricardo10 дней назад

Thanks for sharing man, it will save me a lot of tokens <3 thanks again bro!

Фото профиля Ryan Tsai
Ryan Tsai10 дней назад

Beautifully done~

Фото профиля IngressLog
IngressLog9 дней назад

Hey look I made the same thing last night with Grok Build lol Don't even need Astra for that -- it's not 3D 😂

Фото профиля Voxlessa
Voxlessa10 дней назад

Can you change the look of a whole group of assets through shared parameters? That sounds like a useful way to keep the art direction consistent as the game grows.

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