[HN Gopher] Show HN: Little Procedural Pixel Worlds
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Show HN: Little Procedural Pixel Worlds
Author : jasonjmcghee
Score : 146 points
Date : 2022-05-23 16:57 UTC (6 hours ago)
(HTM) web link (jason.today)
(TXT) w3m dump (jason.today)
| bitwize wrote:
| Makes me think of Temple of Apshai and similar RPGs from the
| early PC and Commodore eras.
|
| ("Oh, man, my hit points are like, inexcusable in this dungeon,
| man. I need to find some elixors or something.")
| drewzero1 wrote:
| It should date me fairly well to know that I'm familiar with
| Temple of Apshai, but only because of the other reference.
| "Man... I throwed up all over this maze."
| TrustPatches wrote:
| Love it, procedural world generation is a ton of fun
| bradford wrote:
| Nice work!
|
| Are you familiar with the procedurally generated worlds in Dwarf
| Fortress (they have some similarity to your project)?
| jasonjmcghee wrote:
| I haven't played it before, but from my understanding, it's an
| incredibly complex simulation.
|
| This is much simpler! Just hand-picked thresholds of some
| parameterized perlin noise.
| deathanatos wrote:
| Definitely has a Dwarf Fortress feel to it, but I think it's
| mostly the colors/"ASCII1 art" feel.
|
| Almost like a pristine world, still unsullied by the various
| races & evils that inhabit a usual DF map. Peaceful.
|
| 1not really ASCII, ofc.
| bovermyer wrote:
| Love this! Are you using Simplex noise maps for altitude,
| temperature, and humidity? What's the process like?
| jasonjmcghee wrote:
| Nothing so creative / complex! You can check out the source
| code, I didn't obfuscate it. It's just hand-picked thresholds
| for perlin noise, leveraging the built in noise function in
| p5.js
| Folcon wrote:
| Really great use of tiles and colours to make a great looking
| effect :)...
| cracrecry wrote:
| I like it but it would be more interesting for me if you provided
| some web page with the documentation of that.
|
| I am more interesting in the explanation of your code that the
| code itself.
| jasonjmcghee wrote:
| Took a break from the falling sand simulation blog posts this
| week to work on another small project. It's a little pixel world
| generator- each time you visit, you'll see a new little world. I
| really like this stuff and had a blast building it yesterday!
| natly wrote:
| I've been playing around with something similar recently and
| I'd encourage you to look into doing this with pure webgl
| rather than p5.js. It's surprisingly simple (this would just be
| a `gl.drawArrays(gl.POINTS,...)` call it with some buffer setup
| and texture `texelFetch` reading) and freeing and empowering to
| work from the groud up without frameworks. It's also really
| nice to offload player offset and zoom to the gpu/shaders (it
| handles it really smoothly and with basically more
| straightforward than you'd have to do to only draw things
| that's on the screen with canvas rendering).
| jasonjmcghee wrote:
| Great idea. This would be dramatically lighter weight in
| terms of client download and more performant. I believe color
| variation logic could also be offloaded to a fragment shader.
| Yhippa wrote:
| Really cool stuff. I kept refreshing and it took me back to the
| days of all those ZZT games but this evokes much more
| geography. Crazy what you can do with ASCII characters and 256
| colors.
| fb03 wrote:
| ZZT!!! one of my first coding experiences!
| Minor49er wrote:
| And beyond, as demonstrated by MegaZeux, the spiritual
| successor to ZZT
| Aperocky wrote:
| Nice one, I like the coloring, it'd be nice if it was dynamic or
| things could live on it, maybe next step? I have a few random for
| fun projects lying around:
|
| map gen and hydrology project hydrosim:
|
| http://aperocky.com/hydrosim/
|
| pet map gen and having "people" living on it:
|
| http://prehistoric.tech/
| pupppet wrote:
| Immediately makes me miss my old MUDs.
| all2 wrote:
| Is it open source? I want to add clouds and birds and weather and
| time!
|
| [edit] Also I'm getting a lot of "out of bounds" errors when I
| resize my window.[/edit]
| jasonjmcghee wrote:
| The source code is all there and not obfuscated. You can just
| download and edit it!
|
| I'm probably going to continue working on it as a personal
| creative project, so I'm not planning on taking PRs- I hope
| that's ok!
|
| Maybe I should make a community fork?
| meetups323 wrote:
| If possible could you include a license? I don't like
| touching code without one, as sharing modifications and/or
| derivatives is a potential copyright violation.
| jasonjmcghee wrote:
| I will make a community repo with a license!
| jasonjmcghee wrote:
| Here it is - the community repo:
| https://github.com/jasonjmcghee/little-worlds
| jasonjmcghee wrote:
| Regarding the out of bounds. Indeed. I should fix that- middle
| of the work day / week now though!
| notum wrote:
| Nice, but every world is a swamp for me. So much water :)
| nirvanist wrote:
| love it , inspiring , I think it can be done just with css also
| :)
| Tagbert wrote:
| This reminds me of the character graphics you would get on
| Commodore computers in the 80's
| jpeg_hero wrote:
| Love it. Ultima III !
| TheRealNGenius wrote:
| borked on safari
| Tagbert wrote:
| I'm seeing it fine on Safari 15.4
| jasonjmcghee wrote:
| Interesting! Could you provide some more info? Seems to work on
| Safari on iOS and Mac for me.
| rpastuszak wrote:
| Now I regret "being productive" on my day off instead of playing
| Dwarf Fortress.
|
| This looks lovely, well done!
| jasonjmcghee wrote:
| Thank you!
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