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► Play Atrio - 🤍 ► Discord- 🤍 ► Website - 🤍 ► Twitter - 🤍 Longer Description: We've been making a survival meets automation game called Atrio: The Dark Wild in the Unity Game Engine for the last 3.5 years. It's kind of like factorio meets don't starve, maybe a little bit of Minecraft, and it's finally coming out on Steam this August 10, 2021. And don't forget, if you buy the game on release, you'll get the live laugh love item! Don't miss out. We've introduced a new creatured called the pickerpal that automatically picks up plans for you About: Hey! We're Isto Inc., a three-man team working on our survival meets automation game, Atrio: The Dark Wild. This is our vlog where we show off the progress. We typically try to post once a month, but don't quote me on that Check out my other videos: IstoInc - Atrio: The Dark Wild - Official Launch Trailer (Early Access) 🤍 IstoInc - I'm Being Sued By This Streamer 🤍 IstoInc - 3 Years of Unity Game Development - Atrio 🤍 #devlog #unity #indiegame #madewithunity #unity2d #indiedev #istoinc #gamedev #atrio
#short A quick walkthrough of my process of making procedural/ randomised waterfalls water leaks in blender. _ MY SETUP_ -Laptop Workstation- I9 9900k (Desktop Version) 32GB ram RTX 2080 (Desktop Version) 2TB Crucial M.2 256GB Samsung Evo Pro M.2 Razer Deathadder Mouse Thermaltake Mechanical Keyboard 144htz Screen with 966% Adobe colour (Laptop Monitor) BenQ 24in monitor (2nd Monitor) Fifine Mic HyperX Cloud 2 Headset Stream light Logitech HD WebCam . . All footage by me. Audio also by me.
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Graph rewriting is a great way to generate interesting procedural content for games, suitable for generating both grid-based and non-grid-based maps, quest structures, and more. In this introductory video, we'll look at what a graph is, how graph rewriting can be used to generate content for games, and what some common techniques and usages look like. Intro: 00:00 What is a graph?: 00:42 Graph rewriting: 02:30 Generating a graph: 04:09 Common uses: 05:26 Text version: 🤍 And here's a few links you might want to check out regarding implementation: Metazelda Algorithm: 🤍 Graph Grammar based Procedural Generation for a Roguelike: 🤍 Unexplored's generation method: 🤍
Join us on this PCG adventure and learn how to create unique and interesting experiences with procedural generation! We'll discuss the key differences between procedural and random generation, and how to use randomness to your advantage. We'll also demonstrate how to use a parametric approach to generate a procedural room for a fantasy dungeon, and show you how to render it using the "DrawMeshInstanced" API. Above all, this video aims to intrigue you and to show how you can think and design procedural content. Also, please note that for demonstration purposes, some error checking and optimization steps have been omitted from the code shown in the video. Useful resources: Practical Procedural Generation for Everyone -🤍 Kate Compton - Let It Grow: Practical Procedural Generation From The Ground Up [PROCJAM 2015] - 🤍 Procedural Building Generation with Grammars - 🤍 DECORATE 3D DUNGEON - 🤍 Procedural Buildings, Board To Bits Games - 🤍 Real-Time Monster Evolution - 🤍 Used asset for the room: 🤍
Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and loot drops. This random element allows games like Diablo to offer players infinite replayability, since every dungeon run will both look different and yield different results. This approach does have its weaknesses, however. Handcrafted levels will always be better at delivering a powerful experience that's mapped to the game's story pacing. Subscribe for new episodes every Wednesday! 🤍 (-More below) _ Get your Extra Credits gear at the store! 🤍 Play games with us on Extra Play! 🤍 Watch more episodes from this season of Extra Credits! 🤍 Contribute community subtitles to Extra Credits: 🤍 Talk to us on Twitter (🤍ExtraCreditz): 🤍 Follow us on Facebook: 🤍 Get our list of recommended games on Steam: 🤍 _ Would you like James to speak at your school or organization? For info, contact us at: contact🤍extra-credits.net _ ♪ Intro Music: "Penguin Cap" by CarboHydroM 🤍 ♪ Outro Music: "Mechanical Salvation" by Eino Keskitalo, Tuberz McGee 🤍
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! How do games such as the Binding of Isaac generate its dungeons? How do games like Terraria, Minecraft and No Man's Sky generate their enormous worlds? In this video we'll discuss how random generation and procedural generation works. Music in in outro: Besus y Abrazor - Rolemusic: 🤍 available under a Creative Commons Attribution license 🤍
Hey! In my second game devlog, I go through how I'm making my procedurally generated world for my open world game. Assets I use below! Twitter: 🤍 Discord: 🤍 Made with the Unity game engine. Assets (These are affiliate links, no extra charge to you though!): _ Procedural World Generator: MapMagic 2 🤍 Character Shader: Realtoon 🤍 The Grass: Stylized Grass Shader 🤍 The Water Shader: Stylized Water 2 🤍 The Vegetation: Toon Fantasy Nature 🤍 The Weather System: Cozy Stylized Weather 2 🤍 The Magic Projectiles: RPG VFX Bundle 🤍 For Networking I use Netcode for GameObjects Chapters: _ 00:00 - Intro 00:15 - Procedural Generation Tool 01:05 - MapMagic 01:48 - Environment Changes 03:11 - Handcrafted Section 04:22 - Why Procedural Generation? 04:41 - Enemy Design 05:21 - Enemy Shooting 06:10 - Push Spell Attack 07:48 - Flying 08:25 - Outro #madewithunity #gamedev #indiegame #gamedevelopment #unity3d #indiedev #devlog #indiedevlog #gamedevlog #unitydevlog Music Attributions: _ Music from #Uppbeat (free for Creators!): 🤍 License code: SFFYEBUOPZWG65ZW Music from #Uppbeat (free for Creators!): 🤍 License code: AEZBDSC49GNBP8B4 Music from #Uppbeat (free for Creators!): 🤍 License code: LYM1OW51BLY9EQI9 Music from #Uppbeat (free for Creators!): 🤍 License code: FYXWYD8DAXCBHBGU Music from #Uppbeat (free for Creators!): 🤍 License code: P8X7DGFYMHIFJ1U2 Let me know - Levi Cafe City 🤍 Sky - Levi Cafe City 🤍
In this devlog, I talk about my experiences using Wave Function Collapse to generate procedural terrain in Unity. Voxel worlds are great, but I'm really enjoying this algorithm. Stick around for more details on using Wave Function Collapse in later videos. For now check out the resources below. Follow me on Twitter: 🤍 Marching Cubes Wikipedia page: 🤍 Sebastian Lague's Marching Cubes video: 🤍 Phantom Brigade: 🤍 Phantom Brigade devlog: 🤍 Townscaper: 🤍 Bad North: 🤍 Maxim Gumin's Wave Function Collapse Github: 🤍 Oskar Stålberg's Wave Function Collapse demo: 🤍 Shezez's video on perspective in Legend of Zelda: Link Between Worlds 🤍 Music: Mario Bava Sleeps In a Little Later Than He Expected To - Chris Zabriskie Unicorn Heads - Drifting at 432 Hz
In this video, I discuss the technical details of the Wave Function Collapse algorithm, and the closely related predecessor, Model Synthesis. I really enjoy both of these algorithms, and like many, I actually use parts of both in my projects. Stick around for more details on implementation in later videos. For now check out the resources below. Follow me on Twitter. 🤍 Constraint satisfaction wikipedia article. 🤍 Sudoku as a constraint satisfaction problem. 🤍 Minesweeper as a constraint satisfaction problem. 🤍 Wordle as a constraint satisfaction problem. 🤍 Constraint satisfaction techniques in planning and scheduling. 🤍 Cognitive dissonance reduction as constraint satisfaction. 🤍 BenzAI: A program to design benzenoids with defined properties using constraint programming. 🤍 Harnessing constraint programming for poetry composition. 🤍 Finding alternative music scales. 🤍 Texture synthesis wikipedia article. 🤍 Alexi A. Efros's page on texture synthesis. 🤍 Michele Conni's review of recent advances in texture synthesis. 🤍 Paul Merrell's website on model synthesis. 🤍 Maxim Gumin's wave function collapse github. 🤍 Cainos pixel art tiles. 🤍 Wikipedia article on Shannon information entropy. 🤍 Paul Merrell's video on thermodynamic entropy. 🤍 Wikipedia article on arc consistency. 🤍 Boris the Brave's article on arc consistency. 🤍 Wikipedia article on backtracking. 🤍 Boris the Brave's article on modifying in parts. 🤍 Marian Kleineberg's article on infinite wave function collapse. 🤍 Marian Kleineberg's twitter. 🤍 Rob Lang's Clomper devlog discussing infinite wave function collapse. 🤍 Boris the Brave's wave function collapse / model synthesis asset for Unity. This was used to demonstrating some features I have not yet implemented. 🤍 Boris the Brave's DeBroglie wave function collapse / model synthesis C# library. 🤍 Music: Pamgaea by Kevin MacLeod Free download: 🤍 License (CC BY 4.0): Standard License Out Of The Blue by Purrple Cat | 🤍 Music promoted by 🤍 Creative Commons / Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) 🤍 The Life and Death of a Certain K. Zabriskie, Patriarch by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 license. 🤍 Source: 🤍 Artist: 🤍 Moonrise by Reed Mathis YouTube Audio Library Music: Floating Cities by Kevin MacLeod Free download: 🤍 License (CC BY 4.0): Standard License Jellyfish in Space by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. Creative Commons — Attribution 4.0 International — CC BY 4.0 Source: 🤍 Artist: 🤍 Intuit256 by Kevin MacLeod is licensed under a Creative Commons Attribution 4.0 license. Creative Commons — Attribution 4.0 International — CC BY 4.0 Source: 🤍 Artist: 🤍 Music: Deep Haze by Kevin MacLeod Free download: 🤍 License (CC BY 4.0): Standard License
It's been a while since the last video hasn't it? I've made quite a bit of progress since the last update, and since one of the things I worked on was some procedurally animated characters, I decided to make a video about the subject. In particular, this video highlights the entire process from initial motivation, to the technical design, technical analysis, and game design considerations. Codeer's video on procedural animation: 🤍 Twitter thread about rope animation: 🤍 Semi-implicit Newton's Method: 🤍 Verlet Integration: 🤍 Pole-Zero Matching: 🤍 Math animations made using the community-maintained version of manim: 🤍ity/ Timestamps: 0:00 intro 1:43 second order systems 7:03 implementation 8:55 testing 9:50 stability 13:30 conclusion Music: lofi geek - give me lofi geek - souls lofi geek - real lofi geek - two lifes lofi geek - lights #SoME2
🔽 Continúa viendo ○ El juego más violento de la historia: 🤍 ○ Project Zomboid es más real que mi vida: 🤍 📱 Instagram: 🤍 ✉️ Contact: contact.cinematix🤍gmail.com (Santiago) 👦🏽 Avatar creado por Rodrigo Suárez: 🤍 -Video original del breakdown de Attraction: 🤍
Procedural Content Generation plugin was introduced as an experimental feature in UE 5.2 and it is a GAME CHANGER. We filled our scene with randomly located rocks in less than 5 minutes. Day 54 our daily vlog 🎥 If you wanna see us to do cool things follow us here too: Instagram:🤍 Twitter: 🤍 TikTok: 🤍 LinkedIn: 🤍 Bad Decisions Coffee Break Podcast 🎙️: 🤍 Our personal handles: (if you wanna stalk us) 🤍 🤍 🤍 🤍 🤍 🤍 #unrealengine5 #ue5 #proceduralgeneration #vancouver #blender3d #vancity #canada #blender #photogrammetry
Provided to YouTube by Columbia Procedural · Trent Reznor · Atticus Ross Gone Girl (Soundtrack from the Motion Picture) ℗ 2014 Twentieth Century Fox Film Corporation Released on: 2014-09-29 Associated Performer: Trent Reznor & Atticus Ross Engineer: Dustin Mosley Engineer: Jun Murakawa Engineer: Christopher Holmes Mixing Engineer: Alan Moulder Assistant Engineer: Caesar Edmunds Mastering Engineer: Tom Baker Auto-generated by YouTube.
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This talk is from the 2020 virtual Roguelike Celebration: 🤍 Herbert has been a hobby game developer since the 1990s, and is the developer of Nox Futura, One Knight in the Dungeon, and several 7DRL projects. Author of the Rust Roguelike Tutorial, and upcoming book with the working title Learn Rust by Making a Game book (Pragmatic Bookshelf, expected release this winter). He's a regular contributor to the subreddit r/roguelikedev. This talk is a detailed survey of procedural map generation, including integration of hand-crafted "prefabs"/vaults. While the source material is written in Rust, it's readily abstracted to psuedocode and presented in a language agnostic fashion. Techniques include: Simple room placement, BSP room placement, BSP interiors, cellular automata, drunkard's walk, mazes, diffusion-limited aggregation, voronoi, wave function collapse, and prefabs. Sprinkle in a little spice by adding symmetry, layering/combining generators, different corridor algorithms, and doors placement. Find him on Twitter: 🤍 Roguelike Tutorial section 3 techniques and illustrations: 🤍 Rust Roguelike Tutorial: 🤍
We can add life to our game’s characters with procedural animation! My full tutorial on environment interactions in unity will be released in the coming weeks! It’s been a long time coming. I hope everyone is as excited as I am! If you don't want to wait for the tutorial, you can download the project files over on Patreon! 🤍 Thank you all for your patience. Will be back with the tutorial as soon as I can. #unity3d #gamedev #madewithunity
Personal R&D project of procedural generation. Modules include procedural highway and props, buildings, vehicle detailing, rigs and traffic simulation. Still work in progress. 🤍shawnwangvfx.com 🤍 Music: James Shimoji - Yellow Line
This video is my longest. It gets a bit meta at parts and if you wanted some sort of economic analysis of procedural animation you wont get that here. My IK Tutorial 🤍 My Bird Demo 🤍 Discord 🤍 Patreon 🤍 Codeer 🤍 GDC talk 🤍 0:00 - Intro 0:25 - Common Misconceptions 3:23 - Disadvantages 5:32 - Scope Creep? 9:03 - Rain World 11:03 - Spore 13:47 - Difference Between Traditional and Procedural 16:23 - Closing Statements
In this video, I build a complete procedural low poly terrain generator from scratch. I also dive into shader graph to create a skybox, terrain, and stylized water shader. This is the second installment of my game dev journey. - ⭐ Use this Playlist for the tutorials I used in this video ⭐ - 🤍 - Tutorials I referenced in this video - - MESH GENERATION in Unity - Basics - PROCEDURAL TERRAIN in Unity! - Mesh Generation - MESH COLOR in Unity - Terrain Generation - Procedural Terrain Generation - Sebastion Lague - Basics of Shader Graph - Unity Tutorial - How to make a Gradient Skybox with Stars in Unity | Shader Graph Unity\ - Procedural Skybox Shader with Clouds in Unity With URP Shader Graph! ✔️ 2020.3 | Game Dev Tutorial - SIMPLE CARTOON WATER in Unity - 3D Stylized Water with Refraction and Foam Shader Graph - Unity Tutorial - How to make a low poly tree in Blender 2.8 - How to Randomly Generate Levels (and Islands) - "STYLIZED" GRASS - GIMP TO UNITY IN 7 MINUTES - Game Asset Creation - GRASS SWAY in Unity - SHADER GRAPH - Articles - Sphere UV Article - Creating a procedural skybox in Unity's Shader Graph 🤍 - Previous Episode - Building a Satisfying FPS Controller in Unity | Devlog 🤍 VIDEO CHAPTERS 00:00 Intro 00:27 Terrain Generation 02:01 Coloring the Terrain 02:48 Diving into Shaders 03:26 Creating Vegetation 04:44 Exploring the Island
This is a quick preview of the early stages of a procedural generator, using Python! This is a project I will be developing in my spare time! It started off as a project to build text-based maps, that I could later use in frontend applications such as Unity apps. It has taken a turn, and will now be a fully rendered 3D landscape, all generated in Python. Once it is fully developed, I will break it down into microservices, using Docker and AWS. This video is a brief demonstration of the rough-terrain generator, including a cutaway to mark out spaces for dungeons.
Demo of Procedural bones in action in Valve's Source Engine. The animation is nothing more than the hand bone being rotated. In the first part procedural bones are off which results in nasty twisting of the wrist area. In the second part, procedural bones are on and the engine interpolates the rotation of the wrist based on the position of the forearm and hand bones.
That how I make alternative animation technique in my game! #devlog #gamedev #indiegame #madewithunity #indiedev #unity
[Skip to 1:58 to see the boss fight] I've had a tad more time this week to play around with my fun project in Godot. I started thinking what I need at minimum to release a playable demo of a level/map and I compiled a very simple list. One of the items is a map boss. Who wants a level without a boss in a shooter game, right? Here's a prototype:)
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In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter 🤍 Check out our Facebook page for GDC exclusives 🤍 Visit our site: 🤍
In this 2017 GDC session, Tracery developer Kate Compton explains the many surprisingly simple algorithms of procedural content generation and how to use simple data structures to control complex content-generators that are scalable, flexible, and surprisingly powerful. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter 🤍 Check out our Facebook page for GDC exclusives 🤍 Visit our site: 🤍
This plugin offers a sophisticated solution for seamlessly integrating the powerful procedural workflows of Blender's geometry nodes with the versatile Unreal Engine. By leveraging this plugin artists gain the ability to import Blender files containing geometry nodes directly into the Unreal Editor, granting them access to manipulate and refine their models with the extensive range of inputs offered by Blender's geometry nodes. 🤍 With this seamless integration artists can effortlessly customize the appearance of their models within Unreal, leveraging the full potential of Blender's geometry nodes. Notably, any modifications made within Blender are automatically synchronized and promptly reflected in the Unreal environment. This eliminates the cumbersome process of repeatedly exporting from Blender and importing into Unreal, streamlining the procedural workflow and enabling artists to focus on their creative vision with enhanced efficiency. #unreal #unrealengine #blender #procedural
Procedural textures are the answer that artists didn't know they needed. Rather than compromising on a static texture, procedural allows you to have the EXACT texture you need. Download the new Procedural Generators from Poliigon: 🤍 Join Poliigon: 🤍?utm_campaign=generators-220819&utm_source=youtube.com&utm_medium=video&utm_content=poliigon-future-texturing-procedural CC-BY Attribution: Bricks with Paint by epicbeardman3d Brick_01 by ESimard Lightning Sound effect by Mike Koenig - Follow us: Twitter: 🤍 Facebook: 🤍 Instagram: 🤍