Just finished Section 3 of your Rust Roguelike tutorial (decoupling the map from the viewport). It is fantastic. I've learned so much, and I've fallen in love with Rust as a language! Thanks for bracketlib and rltk, in particular.
Topic of my thesis is based around procedural generation and this video alone provided enough info to speed up my progress threefold. Cheers, Herbert Wolverson is a living legend in my eyes.
Would you mind sharing some info on Discord with me by chance? Either personally or maybe some references/material you have on the matter? I'm really interested in starting to learn this topic, but most info is very high level, doesn't really get into the how's.
Inigo Quilez taught me about distance field raytracing and i got this amazing procedural terrain out of it in not many lines of code, the problem with it is getting the units on it because it has an instancing problem when i did it. really good indie style
Giving me the idea to place tile objects first and then do the subtraction with a separate object just saved me a lot of time messing with noisemaps in arrays.
really interesting and informative. i'm not that big of a programmer, but i tried things like this and played around with rooms and corridors in python and pygame(just some rooms and corridors).. i was thinking way too complicated. the video really opened my eyes how easy it could be if you think just a bit around the corner. thanks!
If you want to make a Voronoi diagram in a discrete space a fast and easy way to do that is to grow it. E.g. for Manhattan distance: draw the border of a rectangle around the seed each step and grow that. You can stop growing an individual seed if no empty pixels were found. That makes it very fast even with a high amount of seeds.
@@torcher5023 ваще libgdx использую, но заинтересовал rust очень сильно, вот и смотрю по нему материал. На этот видос случайно наткнулся, я просто хотел посмотреть отзывы на книгу чела, который в этом видосе лекцию дает.
Dude, that's one of the most useful presentations on game programming I've ever seen.
I'll second that. It's a goldmine of information.
@@beefwenceworth8275I'll third it.
This was extremely interesting.
Man I wish this talk just went for another 30 minutes, very nice
That’s what I was thinking! Go an hour! I’d love to hear more!
Just finished Section 3 of your Rust Roguelike tutorial (decoupling the map from the viewport). It is fantastic. I've learned so much, and I've fallen in love with Rust as a language! Thanks for bracketlib and rltk, in particular.
You're welcome! I'm so glad people are enjoying it - I've had a blast writing it. :-)
Topic of my thesis is based around procedural generation and this video alone provided enough info to speed up my progress threefold.
Cheers, Herbert Wolverson is a living legend in my eyes.
Would you mind sharing some info on Discord with me by chance? Either personally or maybe some references/material you have on the matter? I'm really interested in starting to learn this topic, but most info is very high level, doesn't really get into the how's.
@@Dukkz24 you need to start somewhere, a game engine, or no engine, and start prototyping something
@@Dukkz24 Red Blob Games has really great tutorials for getting started.
Amazing presentation. Clean, easy to understand, with great visualition. Thank you
I keep coming back to this one, brilliant resource
Solid rapid fire overview, really appreciated!
This deserves thousands more comments. Thanks for putting this catalog together for us!
I always come back to this one
thats was amazing!
i feel so inspired right now
Another technique I love to use is domain warping with perturb techniques. (Inigo Quilez has awesome articles on these topics, for those interested.)
Inigo Quilez taught me about distance field raytracing and i got this amazing procedural terrain out of it in not many lines of code, the problem with it is getting the units on it because it has an instancing problem when i did it. really good indie style
Probably one of the best resources online for procedural map generation principles.
Giving me the idea to place tile objects first and then do the subtraction with a separate object just saved me a lot of time messing with noisemaps in arrays.
Awesome video! I've learned so much in a very easy and basic way about things I thought were complicated as hell.
this video and the person explaining are golden!
Awesome, can´t wait to tinker with this !
really interesting and informative. i'm not that big of a programmer, but i tried things like this and played around with rooms and corridors in python and pygame(just some rooms and corridors).. i was thinking way too complicated. the video really opened my eyes how easy it could be if you think just a bit around the corner. thanks!
If you want to make a Voronoi diagram in a discrete space a fast and easy way to do that is to grow it. E.g. for Manhattan distance: draw the border of a rectangle around the seed each step and grow that. You can stop growing an individual seed if no empty pixels were found. That makes it very fast even with a high amount of seeds.
This presentation was great.
This helped with my project, thanks
nice overview.
Amazing talk, makes everything look so simple
Excellent, thank you
Very useful info. Love the humor as well.
Very helpful, awesome!
Really great video, thank you!
Great talk, I learned stuff
Fractal Brownian Motion!
That would be a fascinating topic! I'll add it to my (long) list of ideas. :-)
I'm currently into godot-rust and I love it
I do not understand how the BSP leads to no rejection though. We have just divided the map into half a couple of times? 🤔
You can use the DLA-cluster system, but in needs sometimes too much time to generation.
those voronoi cells might make a pretty floor in doom.
Amazing ! Thanks you a lot !!
This man is awesome.
Esto vale millones! Gracias! :D
Excellent
Love it
Great presentation with a ton of content!
But it starts at 4:00
Thank me for saving you 4 minutes:)
you are thanked
Is there any source code available for us to review?
Enjoyable Presenter
Oh, wow. I just bought Herbert's Rust book, which is still in beta...
Nice video!
Best game dev. And Rust is a great choice
What’s the reasoning behind Python being the preferred rogue like language?
I think python is just very popular in general
😙👌
Есть здесь русские любители рыгаликов мммм?
есть русские разрабы только)))
Рогалики делаешь? Только не говори, что на юнити.
@@torcher5023 ваще libgdx использую, но заинтересовал rust очень сильно, вот и смотрю по нему материал. На этот видос случайно наткнулся, я просто хотел посмотреть отзывы на книгу чела, который в этом видосе лекцию дает.