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This issue serves as a curator of patterns that is nice to have, yet not so well defined.
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It would be really nice if we had some procedural way of generating map graphics, so we have one fewer set of assets to manage.
I'm thinking something like old-school text-graphics adventure games.…
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# Unknown pleasures with JavaScript - Max Halford
No this blog post is not about how nice JavaScript can be, instead it’s just another one of my attempts at reproducing modern art with procedural gen…
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In julia 1.3 the threadsafe runtime for truly parallel tasks [has arrived](https://julialang.org/blog/2019/07/multithreading) which will greatly increase the interest in concurrent computation in Juli…
c42f updated
7 months ago
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It would be nice to see a procedural modeling of city roads in Processing (or p5).
It could be a simplified version of the one described in the following paper: [Procedural Modeling of Cities](https:…
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I have met one-sided communication problem in graphic shaders. To implement smart caching system for voxel bricks one should be able to pass requests to data from fragment shader (maybe it can be done…
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This was actually inspired by a small part of this indie game:
http://store.steampowered.com/app/415170/Engare/
Who would have thought that a simple Mirror Trick can turn something so-so into wow.…
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The crate name is off, but essentially this is the direct alternative to `genmesh`:
http://ncollide.org/rustdoc/ncollide_procedural/
It's used in `kiss3d`. Would be interesting to look inside and …
kvark updated
4 years ago
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A bit unsure what I'll make this month... I've got a couple ideas, will see if any of them work out. Possibly I'll mash the results of both together to produce the final product.
**Idea 1: A Proced…