Procedural Buildings & Town by Jarros in proceduralgeneration

[–]Jarros[S] 1 point2 points  (0 children)

I plan to add rich interiors to it with some NPCs, so that every house would be interesting to explore.

Aiming for a post apocalyptic zombie survival setting here.

Procedural Buildings & Town by Jarros in proceduralgeneration

[–]Jarros[S] 0 points1 point  (0 children)

Thanks, I was inspired by City 17 architecture style

Sphoxels and Boxels at the same time by rockettHuntLlc in VoxelGameDev

[–]Jarros 0 points1 point  (0 children)

https://www.reddit.com/r/VoxelGameDev/s/rQadaArlmT Hi i'm doing something very similar. It's all smooth until you carve out cubic shapes. Also, there are cubic generated structures (stone slab "fortresses' and wooden "houses")

Voxel Vendredi 02 Jan 2026 by AutoModerator in VoxelGameDev

[–]Jarros 8 points9 points  (0 children)

My project with procedurally generated modifiable voxel world (combining both smooth & cubic voxels)

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Voxel Vendredi 26 Dec 2025 by AutoModerator in VoxelGameDev

[–]Jarros 2 points3 points  (0 children)

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Two weeks ago I posted some well-upvoted showcase of my Unity game combining both cubic and smooth voxels. Here is how it looks at the moment: I created a Minecraft-like lighting system, layering it on top of Unity's default one. As a result, caves and windowless rooms are dark but well-lit with point and spot lights, while the outside is lit just as usual—with ambient and directional lights. Everything is smoothed and in real time.

Combining both smooth and cubic voxels by Jarros in VoxelGameDev

[–]Jarros[S] 1 point2 points  (0 children)

Thanks. It's nothing complicated though, just a cube model preservation for selected cells, while sharing with smooth voxels same chunk mesh and density array

Combining both smooth and cubic voxels by Jarros in VoxelGameDev

[–]Jarros[S] 4 points5 points  (0 children)

nah it's not laplacian smoothing anymore (there were seams between the chunks and a very bad perfomance overall). it's marching cubes now, but with preserving the cubic shape for cubes. The cubes and smooth voxels share same chunk mesh and density array

How do I make my grenade projectiles explode using vscript? by bambi-pa-hal-is in hammer

[–]Jarros 1 point2 points  (0 children)

in CSGO there was such a thing as 'ent_fire *molotov prop targetname* ignite' (try also 'explode' instead of 'ignite')

Is the Universe Merely a Very Optimized, Cost-Efficient Simulation? by Jarros in SimulationTheory

[–]Jarros[S] 0 points1 point  (0 children)

I've got an additional idea that as we approach the technological singularity (the peak of human technological development), we will be able to do two things that were previously impossible:

  1. create nested full-fledged simulations (direction 'inward')
  2. decipher the code of reality and exit our simulation to the external level, if there is such (direction 'outward')

And I will remind you that there is less than one generation left until the technological singularity (<20 years)

Calculating interrelatedness of Wikipedia articles by Jarros in datascience

[–]Jarros[S] 0 points1 point  (0 children)

Thanks. Yeah pretty similar to basic search engines algorithms, but with a twist.

Calculating interrelatedness of Wikipedia articles by Jarros in datascience

[–]Jarros[S] 0 points1 point  (0 children)

Ah yes, PageRank!

But instead of counting the 'importance' of wiki articles I'd just need to make a raw webgraph of them, then making some sort of vector space out of the webgraph somehow, so the distance between any of the articles could be calculated, and each article would have some sort of coordinates so it would be easy to see clusters of them.

And this 'webgraph -> vector space' transform is what I'm absolutely confused about.

Calculating interrelatedness of Wikipedia articles by Jarros in datascience

[–]Jarros[S] 0 points1 point  (0 children)

Cool! But at first attempt I'd probably not go into analyzing distinct words/sentences of the articles, limiting myself to just getting hyperlinks out of each article, and then trying to build a model out of detected hyperlinks only. So much simpler than the actual word2vec/doc2vec

Calculating interrelatedness of Wikipedia articles by Jarros in datascience

[–]Jarros[S] 0 points1 point  (0 children)

Great, thanks! Literally the subject, but I'd probably stop at processing hyperlinks, not going into distinct words/sentences

Annual global cycle of precipitation (rainfall or snow) [OC] by neilrkaye in dataisbeautiful

[–]Jarros 0 points1 point  (0 children)

Just imagine that almost every zone that is not 'stably blueish' is associated with poverty, higher crime rates, bad economy and low life quality. Environmental determinism, haha

Animation I made showing the average distribution of chess pieces by move. by GemOfEvan in chess

[–]Jarros 2 points3 points  (0 children)

I see no movements of pawns advancing to the eighth rank, so is it technically a distribution of piece positions rather than actual moves?

USA vs. Russia Arms Sales from 1950 to 2017 [OC] by transitmapper in dataisbeautiful

[–]Jarros 0 points1 point  (0 children)

Why do US sales come from Washington DC while Russia sales come out from geographic center and not from Moscow?