bmaxv
@bmaxv.noc.social.ap.brid.gy
I can code, try to make games and cool stuff.
I know python, some C, and use
https://www.panda3d.org/
[bridged from https://noc.social/@bmaxv on the fediverse by https://fed.brid.gy/ ]
I know python, some C, and use
https://www.panda3d.org/
[bridged from https://noc.social/@bmaxv on the fediverse by https://fed.brid.gy/ ]
#python I wanted make venn diagram circles, but not from like matplotlib but in my engine so I would need the math. So I looked at matplotlibs code.
In the docstring it said:"(analytical solution seems to be too ugly to pursue)."
But I'm no chicken!! I want an […]
[Original post on noc.social]
In the docstring it said:"(analytical solution seems to be too ugly to pursue)."
But I'm no chicken!! I want an […]
[Original post on noc.social]
June 9, 2025 at 7:59 AM
#python I wanted make venn diagram circles, but not from like matplotlib but in my engine so I would need the math. So I looked at matplotlibs code.
In the docstring it said:"(analytical solution seems to be too ugly to pursue)."
But I'm no chicken!! I want an […]
[Original post on noc.social]
In the docstring it said:"(analytical solution seems to be too ugly to pursue)."
But I'm no chicken!! I want an […]
[Original post on noc.social]
#gamedev #indiegamedev I'm experimenting with pathfinding and I want to find a good tradeoff between shortest path and "collecting value" along the path, maybe you know of a good algorithm or other solution?
May 22, 2025 at 11:16 AM
#gamedev #indiegamedev I'm experimenting with pathfinding and I want to find a good tradeoff between shortest path and "collecting value" along the path, maybe you know of a good algorithm or other solution?
#gamedev #proceduralgeneration #indiedev
here are some updates on the weather system.
Elevation and climate zones should be intuitive, the arrows are major wind directions mostly copied from wikipedia, the coloring in the picture with the arrows is "wet air to […]
[Original post on noc.social]
here are some updates on the weather system.
Elevation and climate zones should be intuitive, the arrows are major wind directions mostly copied from wikipedia, the coloring in the picture with the arrows is "wet air to […]
[Original post on noc.social]
February 14, 2025 at 11:20 AM
#gamedev #proceduralgeneration #indiedev
here are some updates on the weather system.
Elevation and climate zones should be intuitive, the arrows are major wind directions mostly copied from wikipedia, the coloring in the picture with the arrows is "wet air to […]
[Original post on noc.social]
here are some updates on the weather system.
Elevation and climate zones should be intuitive, the arrows are major wind directions mostly copied from wikipedia, the coloring in the picture with the arrows is "wet air to […]
[Original post on noc.social]
#proceduralgeneration #mapmaking
Mountains are looking pretty dang good. (using this project: https://github.com/oargudo/orometry-terrains)
But I'm having some trouble finding a good smoothing function / slope at the foot of the mountains. Either I don't do […]
[Original post on noc.social]
Mountains are looking pretty dang good. (using this project: https://github.com/oargudo/orometry-terrains)
But I'm having some trouble finding a good smoothing function / slope at the foot of the mountains. Either I don't do […]
[Original post on noc.social]
February 7, 2025 at 12:11 PM
#proceduralgeneration #mapmaking
Mountains are looking pretty dang good. (using this project: https://github.com/oargudo/orometry-terrains)
But I'm having some trouble finding a good smoothing function / slope at the foot of the mountains. Either I don't do […]
[Original post on noc.social]
Mountains are looking pretty dang good. (using this project: https://github.com/oargudo/orometry-terrains)
But I'm having some trouble finding a good smoothing function / slope at the foot of the mountains. Either I don't do […]
[Original post on noc.social]
#gamedev #indiedev #procgen
I managed to get the work done in this paper and repo to work (python, MIT license) and to produce the pictured output. They have more examples on github.
Their idea was to first extract statistical scientific metrics from a region […]
[Original post on noc.social]
I managed to get the work done in this paper and repo to work (python, MIT license) and to produce the pictured output. They have more examples on github.
Their idea was to first extract statistical scientific metrics from a region […]
[Original post on noc.social]
November 13, 2024 at 2:10 PM
#gamedev #indiedev #procgen
I managed to get the work done in this paper and repo to work (python, MIT license) and to produce the pictured output. They have more examples on github.
Their idea was to first extract statistical scientific metrics from a region […]
[Original post on noc.social]
I managed to get the work done in this paper and repo to work (python, MIT license) and to produce the pictured output. They have more examples on github.
Their idea was to first extract statistical scientific metrics from a region […]
[Original post on noc.social]
[shaking my fist at open source clouds]
#linux #ubuntu
I have been using ubuntu for nearly 15 years and this BS still hasn't been fixed:
1. if there is a problem, *you have found the problem*, you don't need to show me a spinny thing to load what the problem […]
[Original post on noc.social]
#linux #ubuntu
I have been using ubuntu for nearly 15 years and this BS still hasn't been fixed:
1. if there is a problem, *you have found the problem*, you don't need to show me a spinny thing to load what the problem […]
[Original post on noc.social]
November 4, 2024 at 1:24 PM
[shaking my fist at open source clouds]
#linux #ubuntu
I have been using ubuntu for nearly 15 years and this BS still hasn't been fixed:
1. if there is a problem, *you have found the problem*, you don't need to show me a spinny thing to load what the problem […]
[Original post on noc.social]
#linux #ubuntu
I have been using ubuntu for nearly 15 years and this BS still hasn't been fixed:
1. if there is a problem, *you have found the problem*, you don't need to show me a spinny thing to load what the problem […]
[Original post on noc.social]
#python #gamedev #procgen #worldbuilding
After months of... rebuilding systems for reasons that may or may not be justified.
I'm back at the showable things and I can edit my planet now!
After months of... rebuilding systems for reasons that may or may not be justified.
I'm back at the showable things and I can edit my planet now!
October 28, 2024 at 1:34 PM
#python #gamedev #procgen #worldbuilding
After months of... rebuilding systems for reasons that may or may not be justified.
I'm back at the showable things and I can edit my planet now!
After months of... rebuilding systems for reasons that may or may not be justified.
I'm back at the showable things and I can edit my planet now!
#gamedev
I did not make this.
I'm sharing this asset pack because I think it looks really good and I would love to see it being used.
https://algernon3000.itch.io/minimal-8
I did not make this.
I'm sharing this asset pack because I think it looks really good and I would love to see it being used.
https://algernon3000.itch.io/minimal-8
October 6, 2024 at 7:00 AM
#gamedev
I did not make this.
I'm sharing this asset pack because I think it looks really good and I would love to see it being used.
https://algernon3000.itch.io/minimal-8
I did not make this.
I'm sharing this asset pack because I think it looks really good and I would love to see it being used.
https://algernon3000.itch.io/minimal-8
#proceduralgeneration #python #gamedev
I actually have advice for once.
Maybe it's a bit hard to spot, sorry for the lack of colors. The point is seeing the hidden edges anyway. First picture is fine, the rest gets worse.
Here is the advice: DO NOT try to […]
[Original post on noc.social]
I actually have advice for once.
Maybe it's a bit hard to spot, sorry for the lack of colors. The point is seeing the hidden edges anyway. First picture is fine, the rest gets worse.
Here is the advice: DO NOT try to […]
[Original post on noc.social]
September 30, 2024 at 11:17 AM
#proceduralgeneration #python #gamedev
I actually have advice for once.
Maybe it's a bit hard to spot, sorry for the lack of colors. The point is seeing the hidden edges anyway. First picture is fine, the rest gets worse.
Here is the advice: DO NOT try to […]
[Original post on noc.social]
I actually have advice for once.
Maybe it's a bit hard to spot, sorry for the lack of colors. The point is seeing the hidden edges anyway. First picture is fine, the rest gets worse.
Here is the advice: DO NOT try to […]
[Original post on noc.social]
September 29, 2024 at 12:12 PM
Reposting something I made earlier and you can probably tell where I'm going with this.
August 19, 2024 at 3:53 PM
Reposting something I made earlier and you can probably tell where I'm going with this.
#gamedev #indiedev #indiegamedev #proceduralgeneration
There are two small mistakes left, but I'm calling it done. It's good enough for data and calculations anyway and I really should make a game now.
LOD system:
There are two small mistakes left, but I'm calling it done. It's good enough for data and calculations anyway and I really should make a game now.
LOD system:
August 19, 2024 at 3:52 PM
#gamedev #indiedev #indiegamedev #proceduralgeneration
There are two small mistakes left, but I'm calling it done. It's good enough for data and calculations anyway and I really should make a game now.
LOD system:
There are two small mistakes left, but I'm calling it done. It's good enough for data and calculations anyway and I really should make a game now.
LOD system:
#indiegamedev #gamedev
Remember supreme commander?
"you don't need a minimap, just zoom?"
Yeah, I'm experimenting with hopefully eventually seamless zoom.
2 zoom levels with random colors + 1 with elevation mapped to color (thanks matplotlib)
It's still […]
[Original post on noc.social]
Remember supreme commander?
"you don't need a minimap, just zoom?"
Yeah, I'm experimenting with hopefully eventually seamless zoom.
2 zoom levels with random colors + 1 with elevation mapped to color (thanks matplotlib)
It's still […]
[Original post on noc.social]
July 16, 2024 at 2:05 PM
#indiegamedev #gamedev
Remember supreme commander?
"you don't need a minimap, just zoom?"
Yeah, I'm experimenting with hopefully eventually seamless zoom.
2 zoom levels with random colors + 1 with elevation mapped to color (thanks matplotlib)
It's still […]
[Original post on noc.social]
Remember supreme commander?
"you don't need a minimap, just zoom?"
Yeah, I'm experimenting with hopefully eventually seamless zoom.
2 zoom levels with random colors + 1 with elevation mapped to color (thanks matplotlib)
It's still […]
[Original post on noc.social]
A little progress pic.
#gamedev #indiegamedev #indiegames
Way too much time went into the water simulation, this is a now gradient based solution. And considerable time went into a good interpolation between "tectonic plate cells" on my planet to figure out how […]
[Original post on noc.social]
#gamedev #indiegamedev #indiegames
Way too much time went into the water simulation, this is a now gradient based solution. And considerable time went into a good interpolation between "tectonic plate cells" on my planet to figure out how […]
[Original post on noc.social]
June 25, 2024 at 1:17 PM
A little progress pic.
#gamedev #indiegamedev #indiegames
Way too much time went into the water simulation, this is a now gradient based solution. And considerable time went into a good interpolation between "tectonic plate cells" on my planet to figure out how […]
[Original post on noc.social]
#gamedev #indiegamedev #indiegames
Way too much time went into the water simulation, this is a now gradient based solution. And considerable time went into a good interpolation between "tectonic plate cells" on my planet to figure out how […]
[Original post on noc.social]
#gamedev #indiedev #proceduralgeneration
Today, rough resolution, square grids, tomorrow... who knows 🙂
done in panda3d / python
Today, rough resolution, square grids, tomorrow... who knows 🙂
done in panda3d / python
June 6, 2024 at 3:20 PM
#gamedev #indiedev #proceduralgeneration
Today, rough resolution, square grids, tomorrow... who knows 🙂
done in panda3d / python
Today, rough resolution, square grids, tomorrow... who knows 🙂
done in panda3d / python