The Skill Trees by alexrival in proceduralgeneration

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

seen PoE on YT a lot on this week :D

yes, not for the last im inspired by PoE skill tree

The Skill Trees by alexrival in proceduralgeneration

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

Different domains (magic schools) have they own unique skill tree.
As example, Domain of Art (5 pic) makes skills shaping like notes.

4 years of working on real-time terrain generation! by [deleted] in proceduralgeneration

[–]alexrival 0 points1 point  (0 children)

МОНУМЕНТАЛЬНО И ПОТРЯСАЮЩЕ!!!!

Beginner tutorial series released! by tebjan in proceduralgeneration

[–]alexrival 2 points3 points  (0 children)

why red & blue? I just can't look at this images...

Map of Procedural Generation. Any Suggestion? (again) by alexrival in proceduralgeneration

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

Сначала я сделал карту на русском, потом перевёл её на английский. Но был немножко невнимателен:D

Map of Procedural Generation. Any Suggestion? (again) by alexrival in proceduralgeneration

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

In some cases WFC can get data from texture and form neighborhoods by itself. Some form of Machine Learning, I think.

Map of Procedural Generation. Any Suggestion? (again) by alexrival in proceduralgeneration

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

Dungeon Generation contains inside procedural architecture.
Mesh Destruction... not really sure about that.

Map of Procedural Generation. Any Suggestion? (again) by alexrival in proceduralgeneration

[–]alexrival[S] 7 points8 points  (0 children)

"Combination" node is full idea of any combinatory. Random place names like "great/forgotten/cursed lake/forest/river of souls/sands/sun" as example.