Look at this tree I grew. 🌳
#phm#ryland grace#rocky the eridian#project hail mary spoilers





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Look at this tree I grew. 🌳
Procedural Dungeon Generation
Alright~ After much work we have finally completed our dungeon generation algorithm. First, we generate the rooms, separate them using a separation steering algorithm.
Second, we generate a graph that represents connections between the various rooms
Third, we perform what is known as Delaunay Triangulation, in which we evaluate pairs of triangles and swap their shared edge if it fails a test boiled down to a simple matrix determinant evaluation Fourth, we construct a Graph of connectivity from the Delaunay triangulation
Fifth, we perform an A* pathfinding algorithm to connect points on the delauney triangulation through the neighborhood graph
Finally, if we didn't traverse through a room, we can remove it to simplify the dungeon into something a little less dense
There are some extra things we can do here and there, and bugs and edge cases to iron out here and there, but for now, we have a pretty neat little dungeon generator. The next step is to actually procedurally generate the rooms and then use the connectivity graphs to implement game logic and whatnot, but that we will save for another time.
Last week I started playing a bit with generating the asteroids shapes for Ship Miner with a bit of procgen and it is super fun and rewarding.
I was already doing procgen for the minerals spots but the asteroid shapes were predefined since I wanted to control that in order to find the core loop of the game. Now that I have some core loop defined, I can create the shapes considering that.
But one difference now is I wanted to have something visual, consistent (control the seed) and be able to do step by step, so if something goes wrong with the generation, I can adjust the logic and test again and see where it is failing, etc.
Next step is to try to integrate the minerals generation into the shape process and also visualize that better since not having visualization and replication makes procgen super harder.
"MY GOD, WHAT HAVE THEY DONE TO YOU?"
Should I write a big long post about my proof of Turing completeness for (1, 0)-L systems (and thereby all contextual L-systems)?
Yes
I don't know what that means at all, but yes
L-systems are for trees and fractals, but yes
No, that's frightening
I can't find much at all about these systems, just scant references to them in theses about plant development and such. Finding a proof of Turing completeness for 2L was difficult, I'm not sure if anyone's proven a strict 1L like (1, 0)-L Turing complete before me (I would like to be shown wrong though).
The smallest known universal machine has 168,022 replacement rules (compiled from a 19 rule machine).
FUMES has reached another big milestone on its road!
New update is available as free demo on Steam!
WISHLIST ME!
https://store.steampowered.com/app/1920430/FUMES/
OK, this is seriously cool and I know a lot of people who will be into it: generative knitwear Rianna [https://www.patreon.com/vividfax] is
Generative knitwear! Simplex noise hats! Someone should tell Ken Perlin.