Posts by runevision@mastodon.gamedev.place
 (DIR) Post #AuaakYIKEFUHzAXqnQ by runevision@mastodon.gamedev.place
       2025-05-29T10:59:29Z
       
       0 likes, 0 repeats
       
       Welp, I guess a fuse has been lit on the current hosting of my game and website version control repositories.I'm so comfortable with Mercurial version control and it has worked flawlessly for me, semi-large binaries notwithstanding. But I guess there's just no suitable hosting options these days.
       
 (DIR) Post #AuciAjFZCtYXUJbUX2 by runevision@mastodon.gamedev.place
       2025-05-30T14:42:41Z
       
       1 likes, 0 repeats
       
       Since my current Mercurial host have indicated they may remove my repositories at any time, I've decided to try to run a Mercurial server myself in the cloud via Hetzner cloud. I know nothing about how to do that though.I'm writing my experience as I go here (it's possible to add comments):https://docs.google.com/document/d/1Xz8g-q5B9L5YBHDpGiUkDgY0Kt2jjmE8v3yMgx3WczA/edit?usp=sharing~send help~
       
 (DIR) Post #AvRS3Jr3ZTNdgc5SxE by runevision@mastodon.gamedev.place
       2025-06-08T05:22:28Z
       
       1 likes, 0 repeats
       
       While in Japan on holiday, I’m seizing the chance to do important research on aerial perspective.
       
 (DIR) Post #AvYndQ9t4NIio1fcrA by runevision@mastodon.gamedev.place
       2025-06-27T15:47:52Z
       
       1 likes, 0 repeats
       
       New blog post with photos from an inspiring trip in Japanhttps://blog.runevision.com/2025/06/photos-from-inspiring-trip-in-japan.htmlI like to make games that take place at least partially in beautiful nature, give a sense of mystery and wonder that invites exploration, and that have environments that incorporate strong verticality. And in all of these respects, Japan delivers in spades.
       
 (DIR) Post #AvrcfuJpz5V9CMtyPQ by runevision@mastodon.gamedev.place
       2025-07-06T17:44:34Z
       
       1 likes, 0 repeats
       
       I’m once again looking into the problem of getting trees to look decent in the distance by using octahedral impostors which support shadows and intersections. Problem is, I really need custom shading to make the tree foliage look nice, but then I also have to make impostor versions of those shaders, but also, the foliage and bark doesn’t use the same shader, and argh, everything is so complex.
       
 (DIR) Post #AvxmVoENvfWFuYw080 by runevision@mastodon.gamedev.place
       2025-07-09T17:03:15Z
       
       1 likes, 0 repeats
       
       I got translucency working on the trees ☀️🌳Hell yeah, let's stroll! #GameDev #ProcGen
       
 (DIR) Post #Aw3yuuTQDmVYuUSl5E by runevision@mastodon.gamedev.place
       2025-07-11T14:16:08Z
       
       1 likes, 0 repeats
       
       Here's a fly-by with the new trees. The fact that they cast/receive shadows even in the distance makes a huge difference compared to the old Unity billboard ones, which destroyed the sense of depth in the distance.#ProcGen #GameDev(Video of old trees here: https://mastodon.gamedev.place/@runevision/112186261304893345)
       
 (DIR) Post #Aw3yuyOxcJJf5oPFgW by runevision@mastodon.gamedev.place
       2025-07-12T12:27:11Z
       
       1 likes, 0 repeats
       
       The tree leaves are now swaying in the wind. The "Grasslands - Stylized Nature" pack the trees are from actually already included a wind effect, but I implemented some simple tweaks to make it more to my liking. What do you think?#GameDev #IndieGameDev
       
 (DIR) Post #AwEcwAbzv1Kgw5KqDQ by runevision@mastodon.gamedev.place
       2025-07-13T12:35:22Z
       
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       I found this postcard perfect view while exploring.Also, the trees are now a bit more scruffy and not so smooth and rounded, which particularly changes how the tree coverage looks in the distance.#ProcGen #GameDev
       
 (DIR) Post #AwEcwC9MCTbxhpwzqq by runevision@mastodon.gamedev.place
       2025-07-17T20:06:31Z
       
       1 likes, 0 repeats
       
       I needed to get proportions in my game sorted out, so I spawned these reference humans along the paths. This helped me better be able to tell if they look right compared to the trees and environment, and whether the player camera height also looks right compared to them.#GameDev #ProcGen
       
 (DIR) Post #Ax6BN5k01ZDzT2mVNo by runevision@mastodon.gamedev.place
       2025-08-12T08:04:14Z
       
       1 likes, 0 repeats
       
       I'm working on a video where I use Shadertoy for a lot of the visualizations. It's quick and fun to test things and make simple procedural animations, but I really really miss a keyframe editor. Shadertoy plus a timeline with keyframes would be so powerful.
       
 (DIR) Post #Ax6BNDgOUr5u6B9jsG by runevision@mastodon.gamedev.place
       2025-08-12T11:22:55Z
       
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       There is an graphics application called Natron which has a Shadergraph node, and this might be the closest to what I'm thinking of. Unfortunately it seems like a daunting tool to learn, and it only support Shadertoy 0.8.8 (WebGL 1.0) and not the current Shadertoy 0.9 (WebGL 2.0).https://natron.readthedocs.io/en/v2.3.15/plugins/net.sf.openfx.Shadertoy.html
       
 (DIR) Post #AyKkDKceFKfzMnES3s by runevision@mastodon.gamedev.place
       2025-08-30T19:00:09Z
       
       1 likes, 0 repeats
       
       I'm still working on my YouTube video about a cheap erosion filter, but I've been tinkering with improving it as well. I recently had some nice breakthroughs overcoming various limitations of the original filter by Clay John and Felix Westin, and I can't wait to tell you all about it. #ProcGen
       
 (DIR) Post #AyKkDM3GvpZDnehECO by runevision@mastodon.gamedev.place
       2025-09-18T14:40:29Z
       
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       I've been working more on this, getting the data crisp enough to be able to draw little faux rivers. But I've also been staring at it for so long it's getting hard to tell if things are even improving.Anyway, still a cheap erosion filter which is calculated from scratch every frame here. #ProcGen
       
 (DIR) Post #AyV8XSA94NjYRFFq0O by runevision@mastodon.gamedev.place
       2025-09-23T14:59:30Z
       
       1 likes, 0 repeats
       
       Here's a test where I paint the height-map the erosion is applied to, in order to better show that it can be applied to any height function. Unfortunately, exporting videos from Shadertoy in real-time results in quite low quality. #ProcGen
       
 (DIR) Post #AyVHGNrehEdVlwXdQW by runevision@mastodon.gamedev.place
       2025-09-23T16:35:18Z
       
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       Here's a video with better quality (at least before Mastodon-upload - let's see). #ProcGen
       
 (DIR) Post #Ayi09NVSSMcQT8iAr2 by runevision@mastodon.gamedev.place
       2025-09-29T19:37:58Z
       
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       @vuntra_city Reflections not affected by fog?
       
 (DIR) Post #Ayi09PDo4xghmyT6cS by runevision@mastodon.gamedev.place
       2025-09-29T19:46:29Z
       
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       @vuntra_city Ah ok. That was my first thought, given your surprise. It’s just a weird form of image corruption I haven’t seen before, so tried to think of other causes. :)
       
 (DIR) Post #B1JpUfp85uADME8jg0 by runevision@mastodon.gamedev.place
       2025-12-16T11:16:13Z
       
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       I want to try to grow my spatial graphs more as cell tissue than as tree structure, so I can manipulate the topology (like growing an area inside another area) without risking crossed edges. Here is a first failed attempt.The idea of the "tissue" approach is to keep spring connections also between adjacent cells that that are *not* connected traversal-wise in order to stabilize structure. They are shown in magenta here, but I need to keep adding more of them as new nodes are grown.#ProcGen
       
 (DIR) Post #B2JhtvPhSfc6dWMTyK by runevision@mastodon.gamedev.place
       2026-01-15T14:18:48Z
       
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       I'm pondering if I could add a new "ladder" puzzle element to my procedural game, but I'm having trouble wrapping my head around the implications. I need to be able to represent things as a dependency chart for the generation algorithm to work, and this ladder element makes it really difficult.Curious to hear your thoughts!#GameDev #ProcGen