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Normal people: What's the point of watching a game play itself?
Idle/Incremental gamers:
Biskey with a great level headed take on AI in the industry.
Check it out ⬇⬇⬇
Did AI ruin Steam Next Fest? Not really... but sort of?
I break down how AI is reducing barriers to entry - but storefronts aren't doing a good enough job with curation. This was an issue before AI and is now made worse with it.
youtu.be/yC0QLjg12TA?si=WRpW… via @YouTube
updated my noise cheat sheet
I might put up an interactive version where you can layer and adjust to see different outcomes
use at your own risk!
here is some info on dither smoke, the way I'm doing it in one of my projects along with some options
top left: bayer 4×4 (what the game uses)
top right: bayer 2×2
bottom left: blue noise
bottom right: 1-bit
↓
testing around with dithering some more
it's crazy how much definition you can pull out of two colors.
using blue noise dither here
I found dithering in a neat tutorial on pixel art smoke and fell down a rabbit hole learning about it.
floyd-steinberg probably shouldn't be animated because it flips too often compared to others.
I'm halfway decided my next small game will be in this 1-bit style to see how far I can push it.
I was having trouble wrapping my head around why los checks couldn't outperform pathfinding...
I stumbled on visibility graph which is another technique.
It has it's downsides (no cost on ground) but it was faster which is interesting.
I started thinking, why not use los checks as nodes instead of a grid.
Afterwards I thought - well why not use greedy directly but with LOS instead of tile by tile checks.
Surprising results.
As I look into path finding more - it's interesting to see how finding the path and reaching the end point can rank different.
Greedy will find it first in this example, A* will complete it first because of its accuracy. Maybe all you need is a bool on if its possible? In that case you would prefer greedy.
new Endless Hunter trailer
made a few tweaks on my marketing journey!
-Opens with combat, which represents the game better
-Cut the scenes in line with the music, which feels much better
-Picked scenes that represent gameplay over visual features
going with this version for launch unless you guys hit me with some feedback
I am going to cover some pathfinding info including how I implemented in my games over the next couple of weeks
I think pathfinding is a well covered topic but chaining complex pathfinding solutions together was a barrier for me!
below is bfs, dijkstra, greedy and a*
If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
The chart is AI-generated and contains multiple mislabeled/inaccurate depictions of noise functions (e.g. base Perlin/Simplex visuals show layered patterns; Billow/Hybrid are variants or nonstandard).
en.wikipedia.org/wiki/Perlin_no…
en.wikipedia.org/wiki/Simplex_n…
en.wikipedia.org/wiki/Worley_no…
mini.gmshaders.com/p/gm-shaders-m…
x.com/slashskill_/st… (author reply)
I know an AI generated info graphic was noisy (yes, this is a pun) - so I wanted to do better!
check out this post with more accurate information, it's much better to learn from and has gifs
everyone loves gifs
xitter.cf/slashskill_/status/211…
after my last post about noise was such a hit, I decided to give noise the detail it deserved
this is a much better post to learn from!
below you will see a summary of noise in game dev, 11 types and 2 ways to animate them 🧵
over time I learned noise is one of the coolest things in game dev and its a gateway to shaders which deserve their own post
examples:
island map: fbm, ridged, blue noise
lava planet: 3d simplex, domain warp, ridged
nebula: domain warp, ridged, white noise
mountains and clouds: ridged, fbm, billow
after my last post about noise was such a hit, I decided to give noise the detail it deserved
this is a much better post to learn from!
below you will see a summary of noise in game dev, 11 types and 2 ways to animate them 🧵
over time I learned noise is one of the coolest things in game dev and its a gateway to shaders which deserve their own post
examples:
island map: fbm, ridged, blue noise
lava planet: 3d simplex, domain warp, ridged
nebula: domain warp, ridged, white noise
mountains and clouds: ridged, fbm, billow
noise over time is great for fire, clouds and water
n = noise x, y, R·cos 2πt, R·sin 2πt
t goes 0 to 1, a circle through 4d noise so the loop is seamless







