I don't have safe financial asset that in this time of crisis I could sell to develop something that will make a few thousands.
I can, - I can only sell my body... Ladies my DMs are OPEN!!
I'm back!
Also this is like the holy grail of noise. I thought it was impossible to generate an irregular grid like that.
Turns out it is not only easy, but also retardly simple!
Kinda funny how half the AI-slop community on youtube believes AGI is coming in the next 7 months, while the other half says it's already been achieved internally (lmao).
AGI is like Ethereums PoS "any day now. Trust me bro"
Did I invent a new type of noise? Has anyone heard of this before? Genuinely curious.
Basic idea is to sample white noise while clamping to be binary 0 or 1.
If between 2 pixels the value differs (e.g. 0 -> 1 or 1 -> 0) than there is an edge there.
On the resulting image mark all edges as black, the rest white.
Then layer of these noises on top of each other. Done
Pros:
>fast
>irregular paths
>guaranteed no dead ends
>very few islands
Very good for mazes or corridor generation. This new?
From watching a lot of devlogs and seeing how the games end up, it proves that game design is a real skill. It's hard to objectively measure, like writing quality, but it exists. Anyone can build a rogue-like - even a pretty one - but it does take skill to come up with a fun one.
Many people just copy popular game formulars (rogue-like, 2d rpg, metroidvania, factory sim).
Thinking like:
"my game has iron, copper, smelters, belts and assemblers! It must be fun"
But thats not true.
Anyone know about OpenGL and azdo techniques?
I'm using a persistent, coherent tripple buffer to stream indirect drawing commands. But the fencesyncs around it have a giant overhead.
Theres gotta be another way?