A Worldsmith
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worldsmith.bsky.social
A Worldsmith
@worldsmith.bsky.social
Writing articles about procedural generation on https://zero.re
Trying to generate an entire city. Maybe more.
Writing my own engine because I'm an idiot.
I finally have a particle system that can be hot-reloaded. Much easier to iterate and test now.

Anyway, here are some flammen being werferred.
I'm surprised at the result, the base sprite is literally a few white circles slapped together.

#gamedev
November 10, 2024 at 2:51 PM
Oh hey you can add videos now.
Here, have a moving floor using the Floret Pentagonal Tiling.
I find it slightly mesmerizing.

#gamedev
October 16, 2024 at 7:28 PM
Got the street segments and sidewalks to generate meshes using Bezier curves. The road now looks much smoother when elevation changes. Like you could actually drive on it.
#procgen #gamedev
August 23, 2024 at 4:06 PM
Procedural city generation, once again!
It's about assigning zone types to every block in our newly generated city road network.
#gamedev #procgen
zero.re/worldsmith/b...
The Worldsmith Project - Block assignment
Overview of an algorithm to zone city blocks into different types
zero.re
August 21, 2024 at 9:49 PM
City generation now lives on another thread so I can move around while they are being created. The two cities are 30km apart.
Second article on city generation should drop soon-ish on zero.re/worldsmith
Like, next week or something.
#procgen #gamedev
youtu.be/1HoozA0dA0E
Procedural city generation progress : multithreading
The city generation algorithm has been successfully offloaded to another thread, so now I can just move around while buildings and roads are being created in real time
youtu.be
August 9, 2024 at 6:22 PM
Finally starting my article series on procedural generation :
Starting with city map generation!
www.zero.re/worldsmith/r...
#indiedev #procgen
The Worldsmith Project - City map generation
Overview of an algorithm to generate a network of city streets, using planar graphs and some simple constraints.
www.zero.re
June 22, 2024 at 7:43 PM