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Rune Skovbo Johansen

@runevision.bsky.social
3.8K followers 186 following 1.4K posts

Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 runevision.com www.youtube.com/c/runevision mastodon.gamedev.place/@runevision

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Reposted by Rune Skovbo Johansen
Björn Ottosson - making Island Architect @bottosson.bsky.social · 3h
I made it possible to make sloped walls in my relaxing building game 🌳🏡Island architect🏡🌳 Starting to really feel like the buildings system is coming together, with a good balance of flexibility and it just doing the sensible thing for you. #gamedev #indiegamedev #indiegame #cozygames
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Rune Skovbo Johansen @runevision.bsky.social · 08/10/2026
Not occult, but I just realized that every interval, except the octave, produces suspense if you walk up or down the piano with it.
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Rune Skovbo Johansen @runevision.bsky.social · 08/10/2026
I only know of the tritone, but I assume you also already know about that.
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Rune Skovbo Johansen @runevision.bsky.social · 07/10/2026
Yes, infuriatingly, this has been the norm for some years, with way more noise pollution as a result. I think part of it is that phone manufacturers stopped including headphones with phones, and many people then just never buy any. And another reason is generations who never used old school phones.
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Rune Skovbo Johansen @runevision.bsky.social · 07/10/2026
If you want input on procedural generation, the best places I know are the procedural generation subreddit and the ProcJam Discord server. www.reddit.com/r/procedural... itch.io/jam/procjam/...
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Rune Skovbo Johansen @runevision.bsky.social · 05/10/2026
Thanks! And I agree. Towering structures in any case. I’m working my way towards that :)
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Rune Skovbo Johansen @runevision.bsky.social · 05/10/2026
I'm working on adding large-scale structure to my procedural terrain based on Voronoi-esque cells. Down the line, this allows me all kinds of level design control not possible with traditional noise functions. For now I've tested it with largely flat cells at 3 heights. #GameDev #IndieDev #ProcGen
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Reposted by Rune Skovbo Johansen
Joni Korpi @jonikorpi.com · 03/10/2026
New website, new weird layout! jonikorpi.com Scroll down to skim through sections, scroll right to drill into a section. Same idea on all devices.
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Rune Skovbo Johansen @runevision.bsky.social · 01/10/2026
Yeah the fact the tilted angle does not compress the ground at all looks very off. Compressing it a bit makes things begin to look a bit more normal to the eyes, but still with various issues.
Rotated 45 degrees.Rotated 45 degrees, then scaled down vertically.
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Rune Skovbo Johansen @runevision.bsky.social · 30/09/2026
Hmm, I wonder if it’s order independent then? Do you get exact same results regardless of the order you iterate over the edges? (Would take a bit to test and probably not important, I’m just curious heh…)
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Reposted by Rune Skovbo Johansen
Lorraine🍬 @lorandbehold.bsky.social · 28/09/2026
ok here we go 🍝 Spaghetti Celesti: Devour the Heavens ⛅ is out now for free!! 🍴 the best pixel spaghetti of your life ↪️ prepare them & fork them perfectly ⭐ get those 5-stars reviews 😡 and be quick ! the people are hangry play it at punkcake.itch.io/spaghetti-celesti #fallingblockjam #pixelart
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Rune Skovbo Johansen @runevision.bsky.social · 28/09/2026
Yeah! Is it maple? The leaf shapes look like it, and they get those intense red and yellow colors. All over the place here now too in Turku. I got a new appreciation for fall after moving here - we don't have much of those kinds of trees in Denmark, where fall looks more brown.
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Reposted by Rune Skovbo Johansen
Tom Forsyth @tomforsyth.bsky.social · 28/09/2026
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
youtu.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
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Rune Skovbo Johansen @runevision.bsky.social · 27/09/2026
In any case, I don't understand the use case of using an influence map on a river to "relax towards the banks" if relaxing means going just as fast, but in an arbitrary direction. Why is this useful? Why does the text present it as if it's a natural thing to want, without further elaboration?
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Rune Skovbo Johansen @runevision.bsky.social · 27/09/2026
Where do you see this? The text does not mention anything about UVs in the description of the river example. Do you mean you see this in the GitHub repo?
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Rune Skovbo Johansen @runevision.bsky.social · 26/09/2026
You say “the influence channel lets [the river] grip hard mid channel and relax towards the banks”. But you also say the influence channel doesn’t affect speed, only deviation from a base direction. I can’t reconcile the two. Is the river slower near the banks or not?
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Reposted by Rune Skovbo Johansen
Björn Ottosson - making Island Architect @bottosson.bsky.social · 26/09/2026
Made some progress on windows for my relaxing building game Island Architect! Placing windows now makes actual holes in the building! Will also make it possible to vary the window style, add details and more! Also glass roofs for greenhouses. #screenshotsaturday #indiegames #indiegamedev
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Rune Skovbo Johansen @runevision.bsky.social · 25/09/2026
You can also play around with the tool itself (though it requires Unity). The repo is here: github.com/runevision/T...
github.com
GitHub - runevision/ToneMappingAnalysis: Tools for analysing tone mapping LUTs.
Tools for analysing tone mapping LUTs. Contribute to runevision/ToneMappingAnalysis development by creating an account on GitHub.
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Reposted by Rune Skovbo Johansen
Paul Byrne @theplanetaryguy.com · 09/09/2026
Astrophotographer Adam (AJ) Smadi caught this image a few hours ago from Washington state. A thin crescent Moon, sunlight illuminating the rugged lunar surface. And 2,400 times farther away—and on the other side of the Sun—mighty Jupiter, and its moons Io (left) and Ganymede (right).
A crescent Moon seen during the day, arcing from upper left to lower right of the frame. At lower centre is the full disk of Jupiter; the small dots to its upper left and lower right and Io and Ganymede, respectively.
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Reposted by Rune Skovbo Johansen
Fidel Destro @fideldestro.bsky.social · 17/09/2026
Accidentally found an optical illusion. #Blender #MotionGraphics #OpArt
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Rune Skovbo Johansen @runevision.bsky.social · 20/09/2026
Now I wonder if this could work in real life using white cubes and colored lights.
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Rune Skovbo Johansen @runevision.bsky.social · 18/09/2026
I’m glad to hear you found the talk and documentation helpful! Let me know if you do something with LayerProcGen or other layer based techniques. :)
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Reposted by Rune Skovbo Johansen
404 Media @404media.co · 17/09/2026
"Millions of people around the world will soon consider large models ‘hoovering up’ all their work to be an astonishing theft of unprecedented proportions."
404media.co
‘Doom Loop’: OpenAI and Microsoft Admits LLMs Are Destroying the Web and Built on Theft
"Millions of people around the world will soon consider large models ‘hoovering up’ all their work to be an astonishing theft of unprecedented proportions."
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Rune Skovbo Johansen @runevision.bsky.social · 17/09/2026
This might be cool, but it’s so small on my phone screen I can’t tell what’s going on. Why did you put a horizontal video inside a vertical video so it’s impossible to watch in fullscreen? This is not TikTok…
Trying to watch the video fullscreen just shows it as a tiny postage stamp in the middle of the screen.
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Rune Skovbo Johansen @runevision.bsky.social · 12/09/2026
The project also includes my own tone mapper called Tony Vibrant. It uses most of the output range for input colors a few times brighter than the output range. Minimal loss of saturation, and a moderate shift of hues. It's inspired by Tony McMapface, but it's simpler and creates brighter outputs.
Tony Vibrant compared to Tony McMapface.
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Rune Skovbo Johansen @runevision.bsky.social · 12/09/2026
I've released my Tone Mapping Analysis tools for comparing tone mapping LUTs, implemented as a Unity project with custom editor windows. Compare how different tone mappers look when applied to HDR .exr images, with comparison sliders and a variety of overlays and graphs. github.com/runevision/T...
A table of different images, each row shown with different tone mappers. One cell shows a comparison slider.Graphs are displayed for each tone mapper row and the Saturation Overlay is applied to the images.
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Reposted by Rune Skovbo Johansen
thomas "noio" 🏔️ vandenberg @noio.games · 10/09/2026
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Rune Skovbo Johansen @runevision.bsky.social · 11/09/2026
I work from home, but recently started frequently walking my partner to her workplace 2 km away to get a bit more out the door. With a slight detour, I can take this wooden walkway along the river on the way back. And we live in the city center, mind you! Did I mention I like living in Turku?
Riverside with trees and walkway, seen from bridge.Walkway seen from stairs leading down to it.View from walkway leading under tree branches.View from walkway with cathedral tower visible in the distance.
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Rune Skovbo Johansen @runevision.bsky.social · 06/09/2026
Another tone mapper many suggested was the Gran Turismo 7 tone mapper, which looks promising too. It's not a simple function though, and getting a LogC encoded LUT of it that I can test requires a bit of work.
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Rune Skovbo Johansen @runevision.bsky.social · 06/09/2026
Several people suggested I check out the Khronos PBR Neutral tone mapper. The article about it sounded promising. It has many similarities to my own hue preserving one. But in practice it looks terrible under various conditions, to such a degree that I'm surprised it has won the respect it has.
Image with mountains, sky, and blue/pink clouds. Left side is tone mapped with my own hue preserving tone mapper. Right side is tone mapped with PBR Neutral, which is also hue preserving, but looks jarringly wrong, with the pink parts of the clouds being extremely over-saturated.
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Rune Skovbo Johansen @runevision.bsky.social · 06/09/2026
I can see what you mean. PBR Neutral (right side) seems absolutely terrible. No other tone mapper I've tested has this issue, including my own hue-preserving one (left side).
Image with mountains, sky, and blue/pink clouds. Left side is tone mapped with my own hue preserving tone mapper. Right side is tone mapped with PBR Neutral, which is also hue preserving, but looks jarringly wrong, with the pink parts of the clouds being extremely over-saturated.
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Rune Skovbo Johansen @runevision.bsky.social · 04/09/2026
Hadn’t heard of FBDM yet, thanks for bringing it to my attention. Lot of people have mentioned the GT7 one :)
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Reposted by Rune Skovbo Johansen
Steve Streeting @sinbad3d.bsky.social · 04/09/2026
MinerMancers Dev Log 2 is up! This time I'm talking about the procedural map generation system I've been working on lately. Hope you like it! www.youtube.com/watch?v=XWL9... #indiegame #devlog
youtube.com
MinerMancers DevLog 2: ProcGen!
YouTube video by Steve Streeting
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Rune Skovbo Johansen @runevision.bsky.social · 03/09/2026
Yeah sorry, in my unscripted presentation it seems I forgot to explain them explicitly. Glad you still caught on and found it interesting :)
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Rune Skovbo Johansen @runevision.bsky.social · 03/09/2026
Tone mapping investigation / tool showcase / rant www.youtube.com/watch?v=k1dJ... #GameDev #IndieDev #Graphics
youtube.com
Tone mapping investigation / tool showcase / rant
YouTube video by runevision
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Rune Skovbo Johansen @runevision.bsky.social · 30/08/2026
Thanks! This is Unity 2022.3, built-in render pipeline.
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Rune Skovbo Johansen @runevision.bsky.social · 30/08/2026
Yeah trees in the distance are octahedral impostors, so probably all the trees in these screenshots, apart maybe from a few of the closest ones.
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Rune Skovbo Johansen @runevision.bsky.social · 30/08/2026
Four more sunrise shots from the mountain forest.
Close and distant cliffs protruding from the forest in the golden hour.A small dark mountain silhouette in the middle and a purple tinted one to the left in the distance.Layers of tree-covered hills that are increasingly golden in the distance.Layers of mountain ridges cast in a purple light.
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Rune Skovbo Johansen @runevision.bsky.social · 29/08/2026
Sunrise in the mountain forest. #GameDev #IndieDev #ProcGen
Sunrise over mountain tops with red glow.Looking down at tree tops far below with a haze of bright white light in the distance.A creamy glow lights up distant mountains.A faint red and yellow glow at the horizon prior to sunrise, against dark landscape and clouds that are blue and purple in the distance.
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Rune Skovbo Johansen @runevision.bsky.social · 24/08/2026
Kind of a cool effect, almost like a visual illusion.
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Rune Skovbo Johansen @runevision.bsky.social · 23/08/2026
Oh yeah, notepad is required! We had dozens of pages of notes by the end.
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Rune Skovbo Johansen @runevision.bsky.social · 23/08/2026
Or which people are standing next to which in the group picture can hold clues as well. A lot of things can be half-inferred from the various scenes and pictures, but it's sometimes a bit fuzzy.
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Rune Skovbo Johansen @runevision.bsky.social · 23/08/2026
I believe the game has multiple clues for many puzzles and *probably* doesn't require obscure outside knowledge, even if it may still be helpful. Maybe you know that one person has role X, and then you can see in the group picture that other people wear the same uniform.
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Rune Skovbo Johansen @runevision.bsky.social · 20/08/2026
Thanks, glad you like it!
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Rune Skovbo Johansen @runevision.bsky.social · 20/08/2026
It'll definitely be possible in the game to just trek through a big foresty landscape when you have the urge to.
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Rune Skovbo Johansen @runevision.bsky.social · 20/08/2026
Me too! And I realized that you get a poor man’s Pirkinjie effect for free if your scene ambient light is derived from the skybox and you make the night sky blue…
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Rune Skovbo Johansen @runevision.bsky.social · 20/08/2026
Join me for a sunrise walk? I've implemented time-of-day, better atmospheric scattering, airglow so the night sky isn't pitch black, boosted ambient lighting in the dark, and carefully managed transitions. Still missing an actual sun 🤦, moon, stars, and sunrise time stretching. #GameDev #IndieDev
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Reposted by Rune Skovbo Johansen
Nikita Lisitsa @lisyarus.bsky.social · 15/08/2026
A timelapse of invisible-particle-based cloud movement. Still happy with how these turned out! #indiedev #gamedev #indiegames #screenshotsaturday
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Rune Skovbo Johansen @runevision.bsky.social · 14/08/2026
Tar sirup on vanilla ice cream is great
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Rune Skovbo Johansen @runevision.bsky.social · 12/08/2026
Echoes of Wisdom is arguably even more open than Zelda 1 once you got a few echoes under your belt. Unfortunately it’s not in a very interesting or rewarding way IMO.
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