Announcing Varia, a new Unity asset for adding small random variations into your games.
Spice up your levels, remix your gameplay, and make your assets go further for you. It’s FREE!
Announcing Varia, a new Unity asset for adding small random variations into your games.
Spice up your levels, remix your gameplay, and make your assets go further for you. It’s FREE!
I’m going to share with you a technique I’ve found for doing lazy, reliable, deterministic, constant-time infinite generation of tile based levels using Wave Function Collapse (WFC). But first, let’s cover some background, Modifying in Blocks, and lazy chunk based infinite generation.
Continue readingI’ve been working a lot on Tessera. I presented a paper at the most recent PCG Workshop of FDG, where I explain how Tessera makes WaveFunctionCollapse somewhat less daunting, and go into some of the details of its features.
That may not be news for users of the software, but here I explain how things work, and what parts work well / I’m especially proud of.
I did another game jam. This time, I made For Keep’s Sake!, for PROCJAM 2020. It’s not really a game, it’s just a toy procedural thing / tech demo. Still, I had fun making it and I hope you enjoy.
Due to demand, I’ve now released Tessera Pro, an upgraded version of Tessera which comes with source code and some extra features. Hopefully with more features to come.
I’m really pleased with how the project has been recieved so far, and am hoping to see some awesome games made with it.
Check it out on the Unity asset store.
After a lot of work, I’ve prepared my first ever commercial release. It’s an addon for Unity that lets you procedurally generate levels and other things based on a simple tile setup.
Continue readingIntroducting my latest project, DeBroglie.
DeBroglie is a C# library and Windows command line application implementing the Wave Function Collapse algorithm with support for additional non-local constraints, and other useful features.
Wave Function Collapse (WFC) is an constraint-based algorithm for which takes a small input image or tilemap and procedurally generating a larger image in the same style, such as.
DeBroglie is stocked with loads of features to help customize the generation process.
Basically, you can use it to generate cool tile based stuff.
Perlin noise is a classic procedural texture. It gives a wavy grayscale image, that has all sorts of uses in computer graphics. Commonly, it’s used to blend two textures together.
But what if you want to blend three or more textures together? Well today I have the answer.
Continue reading