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boristhebrave.bsky.social

@boristhebrave.bsky.social
325 followers 44 following 51 posts

Hobbyist procedural generation guy Made Tessera, a Unity plugin for #wavefunctioncollapse discord.gg/Enzu2rrJFD www.boristhebrave.com

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Reposted by @boristhebrave.bsky.social
stolaswhisper @stolaswhisper.bsky.social · 24/06/2025
Finally finished with the base of my road placement. Still some placeholder assets, but one step at a time. Thank you @boristhebrave.bsky.social for sylves, very easy to work with :) #indiedev #madewithunity #gamedevs
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boristhebrave.bsky.social @boristhebrave.bsky.social · 16/06/2025
Isotropic Voronoi cells. I was trying to get a partition that feels a bit like how fields are laid out in the English countryside, it's not too far off.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 07/05/2025
Temperature is widely used in machine learning, but unexplored in procedural generation circles. It's an extremely handy global control over the generation's luck/creativity/variance. Article with interactive demo: www.boristhebrave.com/2025/05/07/f...
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boristhebrave.bsky.social @boristhebrave.bsky.social · 04/05/2025
With apologies to Robert Frost.
The A/B Not Taken

Thank you for your interest in FrostGPT™.
Rate which response you like the most?



Response 1

Two roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;

Then took the other, as just as fair,
And having perhaps the better claim,
Because it was grassy and wanted wear;
Though as for that the passing there
Had worn them really about the same,

And both that morning equally lay
In leaves no step had trodden black.
Oh, I kept the first for another day!
Yet knowing how way leads on to way,
I doubted if I should ever come back.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I—
I took the one less traveled by,
And that has made all the difference.

Response 2

Two paths diverged in an autumn wood,
And sorry I could not journey both
And be one wanderer, long I stood
And gazed down one as far as I could
To where it curved in the undergrowth;

Then saw another, as equally fair,
And having perhaps the stronger claim,
Because it was verdant and needed wear;
Though as for that the passing there
Had worn them truly about the same,

And both that morning equally lay
In leaves no foot had trodden black.
Oh, I saved the second for a future day!
Yet knowing how path leads on to path,
I questioned if I should ever come back.

I shall be sharing this with a sigh
Somewhere decades and decades hence:
Two paths diverged in a wood, and I—
I took the one more traveled by,
And that has made all the difference.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 03/05/2025
Back to classic proc gen today. What ways are there of subdividing a rectangle? I enumerate the *irreducible* subdivisions, which imho are the most visually interesting. www.boristhebrave.com/2025/05/03/e...
boristhebrave.com
Exploring Rectangle Subdivisions
Last week, I saw a talk on Vuntra City, a procedurally generated city with a fully explorable city. Developer Larissa Davidova explained that she settled on using Recursive Subdivision for the city…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 08/03/2025
New Article: I'm still investigating the intersection of AI and classical proc gen. This time, I look at text generation with Tracery combined with LLMs. www.boristhebrave.com/2025/03/08/t...
boristhebrave.com
Running Tracery bots with LLMs
Tracery bots were a fun, simple, way of making generative texts. They are basically an easy way to specify generative grammars via a simple JSON file format. There used to be a horde of fun little …
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boristhebrave.bsky.social @boristhebrave.bsky.social · 08/03/2025
After decades of general python terribleness for packaging, I'm discovering uv is actually good? - fast - does things sensibly (defaults to npm style .lock files) - not dogmatic
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boristhebrave.bsky.social @boristhebrave.bsky.social · 05/02/2025
New article, I tried using Stable Diffusion to make tiles for games. The trick is to generate all the tiles in parallel, so they can share edge information from each other. www.boristhebrave.com/2025/02/04/g...
boristhebrave.com
Generating Tilesets with Stable Diffusion
Recently I’ve been playing around more with gen AI techniques. I thought I’d try to generate a set of tiles that all connect together. It’s harder than it sounds – Stable Di…
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Reposted by @boristhebrave.bsky.social
dribnet @drib.net · 11/12/2024
I'll be at @unireps.bsky.social this Saturday presenting a new experimental pipeline to visually explore structured neural network representations. The core idea is to take thousands of prompts that activate a concept, and then cluster and draw them using MultiDiffusion. 🧵👇
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boristhebrave.bsky.social @boristhebrave.bsky.social · 24/12/2024
I felt like writing a more personal blog post today. www.boristhebrave.com/2024/12/24/b...
boristhebrave.com
Books That Changed My Life
For many years, I always gifted people books for birthdays. It took a long time to realize that most people see them more as obligations than anything. I guess I was trying to recapture some of the…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 05/12/2024
Ha, I returned to my #procjam 2023 project which I gave up because it wasn't working, made a one line change, and now it does. www.boristhebrave.com/2023/12/03/g...
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boristhebrave.bsky.social @boristhebrave.bsky.social · 30/11/2024
So far, I've implemented 6 different grids using this system. They're all "game ready" - they efficiently support all operations you are likely to want do do, such as adjacencies or cell picking. Let me know what tilings you'd like to see.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 30/11/2024
I've written up a new article on my implementation of aperiodic substitution tilings for my grid library, Sylves. www.boristhebrave.com/2024/11/30/s...
boristhebrave.com
Substitution Tilings
I’ve been working on adding aperiodic grids to Sylves. Aperiodic tilings are made tilings are made of a fixed set of tiles, rotated and translated to fully cover the plane.But they are not pe…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 21/11/2024
I've been getting increasingly into organising my life with Notion. I'm still tickled by the top note in my filing system, which describes the filing system, including itself.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 18/11/2024
I went with a friend on a double blind date. It turns out I was the placebo.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 13/11/2024
I list all my best projects in one convenient place: www.boristhebrave.com/projects/
boristhebrave.com
Projects
Here’s list of my best projects. The project category lists more, and all posts gives everything. Unity Assets Tessera is a Unity asset for procedural generation using WaveFunctionCollapseVar…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 13/11/2024
Guy Walker's Stagecast pages were an amazing source of tiling information. Sadly, it seems to have gone down a year ago, so I've rehosted it on my own site so dead links can live on. Check it out, it's got many useful details and fun bits. www.boristhebrave.com/permanent/24...
A complete set of Wang and Path tile designs.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 11/11/2024
Let's talk about my most popular project, Tessera. It's a Unity addon for generating levels. Basically, that means you create some tile assets that are designed to fit together like jigsaw pieces, and my algorithm intelligently assembles them into full levels. www.youtube.com/watch?v=VkhR...
youtube.com
Introducing Tessera
YouTube video by Boris The Brave
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boristhebrave.bsky.social @boristhebrave.bsky.social · 07/11/2024
This is a cool result: There's a n-dimensional tile that aperiodically covers space via translations. But can't do it periodically. For 2d, there's no such tile. Low dimensions are still an open question. www.quantamagazine.org/nasty-geomet...
quantamagazine.org
‘Nasty’ Geometry Breaks Decades-Old Tiling Conjecture | Quanta Magazine
Mathematicians predicted that if they imposed enough restrictions on how a shape might tile space, they could force a periodic pattern to emerge. But they were wrong.
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boristhebrave.bsky.social @boristhebrave.bsky.social · 03/11/2024
Today, I look at Quantum WFC, a new algorithm from Raoul Heese that extends the classical #WaveFunctionCollapse algorithm to real Quantum Computing devices. Cool stuff! www.boristhebrave.com/2024/11/03/q...
boristhebrave.com
Quantum WaveFunctionCollapse
One of my biggest gripes with the WaveFunctionCollapse procedural generation algorithm is that, despite the name, it doesn’t really have anything to do with quantum mechanics. I usually prefe…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 31/10/2024
I've just published an article on how to do uniform point distribution in infinite spaces (also known as a Poisson Point Process) www.boristhebrave.com/2024/10/30/i...
boristhebrave.com
Infinite Uniform Point Distributions
Rune’s recent talk on layered procedural generation has got me thinking about procedural generation again, so I wanted to share a technique I found about doing a uniform distribution of point…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 31/10/2024
I list all my best projects in one convenient place: www.boristhebrave.com/projects/
boristhebrave.com
Projects
Here’s list of my best projects. The project category lists more, and all posts gives everything. Unity Assets Tessera is a Unity asset for procedural generation using WaveFunctionCollapseVar…
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boristhebrave.bsky.social @boristhebrave.bsky.social · 31/10/2024
Hello BlueSky! I'm not dropping Twitter just yet, but drop me a follow. I'm a maths and procedural generation guy, making tools and tutorials for game dev. I'll be posting some of my past popular articles, projects and experiments here, so you can get an idea what I'm about.
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