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proc_gen

@procgen.bsky.social
979 followers 671 following 282 posts

Procedural generation researcher. Currently making games. procedural-generation.tumblr.com #procgen #gamedev

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Alexei Pepers @apepers.bsky.social · 12h
The schedule for @roguelike.club is up! We’ve got yet another stunning lineup with multiple people who are such a good fit I had assumed they’d spoken already 🤣 Time is fake and it’s just over two weeks until the con so check it out, buy a ticket, come hang out! www.roguelike.club/event2026.html
roguelike.club
Roguelike Celebration - Event 2026
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🐔 Brian Bucklew 🐔 ₑͤ>∿<ₑͤ ∞🌮 @unormal.bsky.social · 15h
check this thing out
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celestialmaze @cmzw.bsky.social · 30/09/2026
fish material steps
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Mike Cook @mtrc.bsky.social · 29/09/2026
The schedule's out - I'm speaking at the Roguelike Celebration again this year! My talk is titled "The City, The Street, The Lens" and it's about street photography, collisions in time and space and how to think about procedural generation differently. More here: www.roguelike.club/event2026.html
A photo of a truck by the side of the road in Tokyo. The driver's leg is sticking out of the window resting on the side of the trailer. The title of the talk is written on the truck. It will happen on October 18th, online. Tickets are roguelike.club
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Alexandre B A Villares @villares.bsky.social · 28/09/2026
An L-System plant with rule F -> F[+F-F+FB]F[-F+F-FL], the B and L symbols make red ("Bloom") and green ("Leaf") circles. The sketch-a-day archives and tip jar are at: abav.lugaralgum.com/sketch-a-day Code for this: github.com/villares/sketch-a-day/tr……
An L-System plant with rule F -> F[+F-F+FB]F[-F+F-FL], the B and L symbols make red ("Bloom") and green ("Leaf") circles.
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Alexandre B A Villares @villares.bsky.social · 27/09/2026
``` regras = { 'X': '@X[-FFFL][+FFFL]FFX', 'Y': 'YFFX[+YFFB][-YFFB]', } axioma = 'Y' passo = 3 angulo = 52 iteracoes = 5 ``` The sketch-a-day archives and tip jar are at: abav.lugaralgum.com/sketch-a-day Code for this: github.com/villares/sketch-a-day/tr……
L-System generated plant with red circles.
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AREA 6 @area6cgi.bsky.social · 27/09/2026
Hot Soup #SciFi #SciFiArt #SciFiSaturday #Svengoolie #BlueskyArtShow #lights #C4D #Redshift #art #cg #cgart #sounddesign #artist #ArtYear #ArtByHumans
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Anis @auzaiffe.bsky.social · 26/09/2026
I fell into the #unity3d #HDRP codebase again. Oops. I wrote a post about how the water currents were done at the time: rivers, cascades and vortices on an FFT ocean, and no feature written for any of them. If you are curious: anisb.github.io/2026/09/26/c...
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Don De Tina @donnyd.bsky.social · 26/09/2026
Whoa! I'm glad I'm sitting down.
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えいいち(E.C.H) @ech0903.bsky.social · 26/09/2026
dailycoding - 20260926 / graphic #p5js #javascript #Processing #generativeart #creativecoding #dailycoding code : openprocessing.org/@u277028/302...
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Non-Euclidean Dreamer @noneucldreamer.bsky.social · 25/09/2026
#sciartseptember prompt: Fungi I imlemented the Physarum Model were thousends of agents try to follow a pheromon trail while laying it themselves. Full Version: youtu.be/k-M0VdG-KCw
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Liz England @lizardengland.bsky.social · 24/09/2026
I wanna make a game where I procedurally generate a bunch of weird little guys. But really the game part is incidental. I just want to play with procgen again and need an excuse.
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Xavier @xavierck.com · 21/09/2026
Working on a little mesa generator using geo nodes
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Frank Force @frankforce.bsky.social · 19/09/2026
Rain Puddles ☔ dwitter.net/d/20129
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Oops! All Paperclips @all-paperclips.bsky.social · 18/09/2026
Blooming Fans
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Tim Chartier @timchartier.bsky.social · 17/09/2026
Pleased to have Weighted Voronoi stippling implemented. Cool look!
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Etienne Jacob @bleuje.com · 01/09/2026
A little “Brick Territories” experiment. → bleuje.com/js_sketches/...
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Non-Euclidean Dreamer @noneucldreamer.bsky.social · 17/09/2026
#Sciartseptember Prompt: Respiration Breathing L-System
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Oops! All Paperclips @all-paperclips.bsky.social · 17/09/2026
Propellors
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KȺȻⱣɆɌ WØƵNƗȺK @thkaspar.bsky.social · 16/09/2026
I'm testing the Earthbound FX on random stuff at this point 🔥 #pixelart #aseprite
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Oops! All Paperclips @all-paperclips.bsky.social · 17/09/2026
Metropolis 2
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Matt Zucker @mattz.bsky.social · 09/09/2026
This fall I am co-teaching a brand-new class – ENGR 009: Fabricating Tessellations and Tilings. It's roughly equal parts math and design, filtered thru an engineering perspective. The syllabus and all assignments are freely available to the public at mzucker.github.io/e9_f2026/
A hexagonal tile with a chamfered edge and an interacting sawtooth pattern.A 9-triangle polyiamond shown tiling with symmetries *x, 22x, 632, 22x (again), and 2222.A snippet of decorative tiles from the Alhambra.GRT Architects "flutes and reeds" tile system
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Matt Henderson @matthen.com · 16/09/2026
Trying to forecast the future on a Galton board
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Xor @xordev.com · 15/09/2026
This is so cool! "Stepped Leader" by filip
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Non-Euclidean Dreamer @noneucldreamer.bsky.social · 13/09/2026
#Sciartseptember Prompt: Translation Translating the Projection Plane within the 5d-grid in the Cut and Project Method .
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Brainfilling Curves @fractalcurves.bsky.social · 12/09/2026
While doing research for my upcoming book, Brainfillers, I'm discovering some interesting space-filling trees that fill the spaces (between!) the meandering lines of these already space-filling curves (Peano, Hilbert, Gosper, Snowflake Sweep). More to come. #fractals, #art, #math #design #trees
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Roguelike Celebration @roguelike.club · 13/09/2026
We are live now!! Grab a ticket and join us. ti.to/roguelike-ce...
ti.to
Roguelike Celebration: Preview Event 2026
Roguelike games have been part of gaming culture for over 30 years and they have a deep and special place in our hearts. We'd love to get to spend some time with you all learning about roguelikes and ...
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celestialmaze @cmzw.bsky.social · 12/09/2026
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Liza Knipscher @lize.bsky.social · 08/09/2026
Excited to check "even more unsettling animals" off the to-do list
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Liza Knipscher @lize.bsky.social · 10/09/2026
Made an even worse animal
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Studio Fae-Wilds @studio-faewilds.bsky.social · 06/09/2026
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. #procgen #indiegamedev #godotengine
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Inigo Quilez @iquilezles.bsky.social · 04/09/2026
Distorting space with sine functions #math
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Xor @xordev.com · 04/09/2026
Excellent visualization! This is basis of the technique I called "turbulence" which I use in my tiny shaders for fluids, smoke and fire. It's cheap and deterministic
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Xor @xordev.com · 01/09/2026
Archive f z,d @(99) { f3 p = z * nor(2*C.rgb - R.xyy) p.z-=T; d=1; @(5) d+=d, p += sin(p*d+p.z*d) / d z += d = .1*len(1+p.xy*sin(p.z+vec2(,2))); O += (.7-p.y/z*f4(,1,2,))/d } O = tanh(O / 2e3)
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Andy & Nata @andynata.bsky.social · 01/09/2026
Working on Procedural Room Composer for my secret (yet) indie game 🙌 #indiedev #gamedev #solodev #unity #proceduralgeneration
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Juniper @juniperbevensee.bsky.social · 23/08/2026
*/~secret_garden/physarum_67_finalv2.mp7 Interactivity via: github.com/cyborg-garde... ~ music by Tigran, complete inspiration to the amazing Bleuje and slime mold itself. #algorithmicart #generativeart
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Marty @martincrownover.bsky.social · 24/08/2026
I made these procedural trees for my roller coaster render (youtu.be/6Bv_ZcoLViE). They don't look *super* realistic, but they are pleasing to the eye, and I like the puffs of leaves. #blender #blender3d #b3d #render #cycles #loop #turntable
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ꭓle Ormsby 𓆙 @e-infinity.space · 20/08/2026
For n≥3, the belt trick implies that the spherical braid group on n strands has 2-torsion. Start with n points on the sphere; a full rotation produces the (pure) braid Δ²; another rotation produces Δ⁴; and the braid trick (pictured) implies Δ⁴=1. 🧮 e-infinity.space/belt-trick-b...
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pb67 @pb67art.bsky.social · 19/08/2026
#pb67art #Abstract #abstractart #abstractartwork #generative #generativeart #artwork #creativecoding #digitalart #javascript #p5js #Processing #programming #algorithm #computerart #art #geometricart #geometric
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devrygy.bsky.social @devrygy.bsky.social · 18/08/2026
After two years, I'm finally showing off a procedural dungeon generator I built in Unity #unity #gamedev
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proc_gen @procgen.bsky.social · 20/08/2026
Having worked on projects with an in-game editor, it's really powerful to be able to make edits in the same environment where you're making the game. (The real superpower for fast level editing is letting you edit the level while you are playing it.)
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SOME_RAN_DEV @someran.dev · 19/08/2026
my game's inspired by portal 2, so figured i'd try and make a portal 2 inspired level editor for it. #godot #gamedev
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Red Blob Games @redblobgames.com · 19/08/2026
Busy regreening the desert in this simulation
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Minor Mobius @minormobius.bsky.social · 19/08/2026
Good news everyone! you can roll up your very own concrete neighborhood at tjs.mino.mobi/brut
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Gabriel Béna 🌻 @solarpunkgabs.bsky.social · 19/08/2026
🤖 🧠 🧪 New paper! I'm presenting it TOMORROW at #ALIFE2026! What if a chip could heal itself the way a brain does: not with a spare part, but by rewiring around the wound? Meet Self-Organising Digital Circuits. 👉 self-organising-circuits.github.io/ (go murder some logic gates, I'll explain) 🧵⬇️
self-organising-circuits.github.io
Self-Organising Digital Circuits
Extending the Neural Cellular Automata paradigm from pattern formation on grids to functional logic generation and self-repair on arbitrary graphs.
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Joyce [MinionsArt] @minionsart.bsky.social · 17/08/2026
My low rolling volume clouds are done! It builds on the volume fog cube post from last month, tried to keep it simple so hope it's easy to follow~ #gamedev #unity3d
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Introscopia @introscopia.bsky.social · 17/08/2026
Hexes.... #creativeCoding #softwareart #geometry
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Fabrizio Espindola @fabrizioespindola.bsky.social · 09/08/2026
A Procedural Sparkle ✨ #indiedev #gamedev
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Double Body @doublebody.bsky.social · 08/08/2026
The grid is more fine than what I need, but I'm looking into voxelizing the geometry into a occupancy grid resource, that I can read from so procedural meshes can take that into account when building, like creating a wooden scaffolding tunnel when a path crosses underneath.
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Jake Sones @jakeson.es · 08/08/2026
On Diablo 3 we incorporated all of this (plus the seed for the dungeon) into the metadata when taking screenshots. You could have a folder of screenshots and drag the one you wanted into the editor to load into that exact state. Was intended for bug repro, but amazing for productivity in general.
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