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RP4K Teacher Profiles: Gabriel Dibenedetto

Real Programming

He also enjoys writing science fiction in what little spare time he has. Gabe develops models of worlds powered by the coding language C++ to test and simulate how rugged electric vehicles would handle the terrain. As for programming, Gabe loves 3D computer graphic modelling and rendering and visual arts.

Code 96
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GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. At that time, I wanted to make use of the fact that the terrain was procedurally generated and I could make big changes in the topography by just slightly tweaking some variables according to my needs.

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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. I found the following website, al.chemy.org , as a reference for concept artist which exactly belong to the topic above.  Designing the game world's creatures.

Terrain 52
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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. What Sebastian Lague did to work-around it when generating new terrain chunks on runtime is to use multithreading. Before we start. Freezing is simply annoying and kills the flow.

Terrain 52
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Item Variants and Randomization in Roguelikes

Grid Sage Games

Moria’s descendant Angband also included ego items ( over 100 properties), but expanded the concept of randomized items even further by adding the option to activate “Randomly Generated Artifacts,” abbreviated “randarts.” Randomized Items in My Cogmind?! What form could they take?

Data 52
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GSoC 2018 progress report #1

Mircosoft Game Dev

I've asked all students to write a short progress report about their projects, which are all in the last stages of development for the GSoC internship. The change here is that with the new interface, the selection is taken care of automatically without us having to write a new system. Writing boilerplate for Google VR.

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Rebalancing Cogmind

Grid Sage Games

The scope of this rebalance is way too large to cover in its entirety, and while I don’t plan to write about every aspect, we’ll be looking at the broad strokes and pick out some representative examples here and there. Categorical Approach. so I’m all for changing something like this.

Balance 52