A little bit more progress on learning procedural world/terrain generation. Figured out how to distribute tiles to surface cells and utilise a little bit of 3D noise to create overhangs.
It's still very rudimentary but I'm having fun regardless.

A little bit more progress on learning procedural world/terrain generation. Figured out how to distribute tiles to surface cells and utilise a little bit of 3D noise to create overhangs.
It's still very rudimentary but I'm having fun regardless.
🎬 Here's the procedural city builder/explorer I've been making
Built with @threejs on @dotnet with help from @claudeai
#indiedev #procgen #WebGPU #citybuilder
Today's Rock — The Patient Object.
Igneous, at some point. 9.02 kg. Indifferent to praise.
One rock per day, the same rock for everyone, gone forever at midnight UTC.
https://todaysrock.art/
For this week's #screenshotsaturday, once again randomness chose this rather atmospheric setting from Eternitubes 3D.
You can find more over here (aand the release day is getting even closer):
store.steampowered.com/app/4979880/
#screensaver #indiegame #gamedev #retro #mathart #digitalart #procgen
The Spider Update for #DevilSpireFalls is LIVE
God forbid it bite you, don't let it bite you. That spider bite you. Spider bite hurt, hurt spider bite. THAT SPIDER BITE HURT!!, OUCH
store.steampowered.com/news/app/364...
#gamedev #indiegame #procgen #rpg #dungeoncrawler #openworld #darkfantasy
Today's Rock — A Quiet Lump.
Quartz-adjacent. 0.80 kg. Aloof.
One rock per day, the same rock for everyone, gone forever at midnight UTC.
https://todaysrock.art/