It lets you quickly generate noise heightmap-based terrain then copy/paste it as brush data directly into #Trenchbroom
Completely free to use / whatever you make is yours, etc. #gamedev
It lets you quickly generate noise heightmap-based terrain then copy/paste it as brush data directly into #Trenchbroom
Completely free to use / whatever you make is yours, etc. #gamedev
Built using Godot 4.4 @godotengine.org #gamedev
Built using Godot 4.4 @godotengine.org #gamedev
The "auto" mode uses some advanced edge-detection and line clustering powered by OpenCV.js, all running in-browser. Had fun porting this logic over from the Python library github.com/KennethJAlle...
The "auto" mode uses some advanced edge-detection and line clustering powered by OpenCV.js, all running in-browser. Had fun porting this logic over from the Python library github.com/KennethJAlle...
For those interfaced, the procedure is pretty simple: we overlay a virtual pixel grid over the top of the high-res image, then find the dominant colors in each cell of the grid to essentially "redraw" the pixel art image.
For those interfaced, the procedure is pretty simple: we overlay a virtual pixel grid over the top of the high-res image, then find the dominant colors in each cell of the grid to essentially "redraw" the pixel art image.
Just released a web app that takes AI-generated "pixel art" (high-res, noisy/artifact-y) and turns it into actual pixel art. Here's a demo video. #gamedev #ai
Also works well for low-quality screenshots of pixel art you might randomly fine online.