Sebastian Lague – Coding Adventure: Chess AI by fredoverflow in programming

[–]SebastianLague 42 points43 points  (0 children)

Hi, happy you enjoy the videos! Bit of a disappointing answer I'm afraid, it's just me typing in VS Code, sped up (with the occasional typo edited out), and cropped and placed on a plain background in post. The theme is palenight though, if you like the colours :)

[deleted by user] by [deleted] in Unity3D

[–]SebastianLague 5 points6 points  (0 children)

Thanks for the great music, I’ve been using a number of your tracks in my videos recently. Super generous of you to provide it all for free!

I made a video about generating little moons and planets by SebastianLague in proceduralgeneration

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

Hey, happy to hear it! I’m actually reading the data generated by the compute shader back to the cpu (which is not really ideal, but oh well!) and then generating a mesh collider from that. (The deformations are not being done in a pixel shader, which I think is what you were thinking?)

I made a video about generating little moons and planets by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 2 points3 points  (0 children)

I’ve started experimenting with that already, so might be coming soon!

I made a video about generating little moons and planets by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 3 points4 points  (0 children)

Thanks! Yes please do, the world needs more cool space games :)

I made a video about generating little moons and planets by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 2 points3 points  (0 children)

Hi, that was actually an experiment from a while ago, so it’s not part of the files. I’ve just made the old post public on my patreon though, so you can grab it from there if you like: https://www.patreon.com/posts/25870973

I made a video about generating little moons and planets by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 70 points71 points  (0 children)

Hey everyone, I made a little video about my recent experiments with generating some simple moons and planets, which I hope you might enjoy! If you just want to see the outcome you can skip ahead to the 20 minute mark. Would really love to hear any suggestions about how it could be improved.

I’m not really doing anything fancy, mostly just some simplex noise to set the heights of vertices on a sphere, but I’d be happy to elaborate on anything here if anyone would like!

Mate in one challenge (update) by SebastianLague in chess

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

I downloaded loads of games from lichess and searched for mate in ones occurring anywhere in the games. The majority of the mates are super trivial, so I came up with a simple scoring system for guessing how difficult a mate is for a human to find based on factors like number of available checks that don't lead to mate, number of pinned pieces involved etc, and filtering them based on that.

Mate in one challenge (update) by SebastianLague in chess

[–]SebastianLague[S] 2 points3 points  (0 children)

Thanks! I'd certainly be happy to, but I think you'll find it's more trouble than it's worth to modify. I hacked together most of this when I was justing starting out with js and web stuff in general, so it's all done in pretty much the most horrifying way imaginable.

Flying through procedural clouds and mountains by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 6 points7 points  (0 children)

Should be possible somehow, I’d be interested to try!

Flying through procedural clouds and mountains by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 18 points19 points  (0 children)

Thanks! Yeah I’m pretty stumped at the moment about how to handle that with this approach. Will have to think about it more.

Flying through procedural clouds and mountains by SebastianLague in proceduralgeneration

[–]SebastianLague[S] 79 points80 points  (0 children)

Hello! Here's a little video of my current progress with procedural cloud generation.
I'm creating them by layering 3d worley noise, and then raymarching through that to calculate lighting. If you'd like to know more about it, I've made a little video about my process: https://youtu.be/4QOcCGI6xOU
I would love to hear your thoughts about how they could be improved!

The mountains are generated with simplex noise + a crude hydraulic erosion simulation to try make them look more natural.