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```
A useful method to perform algorithms that use noise would be to set up the
noise data as an enumeration, much like Enumerable.Range(int start, int
count). The proposed method would be Enumerable.…
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```
A useful method to perform algorithms that use noise would be to set up the
noise data as an enumeration, much like Enumerable.Range(int start, int
count). The proposed method would be Enumerable.…
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# For a few boids more - boids in Rust (Part 2)
Let's have some fun with procedural graphics generation. We'll give life to a flock of birds by implementing the classic boids algorithm in Rust.
[htt…
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Eg here: http://www.klemenlozar.com/frame-blending-with-motion-vectors/
Allows procedural generation of a frame of animation that is in between a two of animation frames. Works by reading the veloc…
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Should terrains be made in an external tool?
Should it be limited to a single plane per xz position?
How do we manage texture merging between different heights?
Planned features:
MAIN
- [ ] M…
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Pseudo random numbers can be generated quickly, when you need a lot of them. May be useful for Procedural generation or Monte Carlo simulation.
### haskell/random
#### High level
- [ ] [Ran…
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We should try to create some sort of generalized enemy interface that the procedural generation script can access to modify properties. Not sure exactly what this would be, at the very least there sho…
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Cf. https://www.python.org/ftp/python/contrib/
Viperi is an interpreter for the Viper language, which is
basically the same as Python. Many 'pure python' programs
should run with Viperi. Viperi …
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In Sapling, is it feasible to eventually replace (or abstract away) traditional hexadecimal commit hashes (a3d66d91) with a more easy to remember alternative like [Gfycat's AdjectiveAdjectiveAnimal Id…
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One cool idea for procedural terrain generation would be different geologic layers that affect the steering bias. So when you're in a "hard" layer, maybe it doesn't turn as sharply (and so on). It cou…