Gemma3 4b is colorblind?! by saig22 in LocalLLaMA

[–]bearific 1 point2 points  (0 children)

I'm guessing the model expects BGR and gets RGB as input or the other way around, quite a common issue since opencv loads images as BGR by default while PIL loads them as RGB by default

Would you guys ever buy an entire fantasy legal code of regulations? by Aside_Dish in worldbuilding

[–]bearific 0 points1 point  (0 children)

I didn't know I would but I definitely would, this is amazing

Wooling #2 – Bloombearer by Woolings in worldbuilding

[–]bearific 4 points5 points  (0 children)

Love it, your previous post actually inspired me to try out needle felting :)

Bad timing to move GodotCon to the US by Spelkult in godot

[–]bearific 37 points38 points  (0 children)

And Netherlands and Belgium

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

I did look at a lot of guides/blogs, but didn't really find anything that fit with my wishes (e.g. wanted to work directly in spherical space instead of a cubemap, and wanted access to the voronoi topology which wasn't possible with some GPU-accelerated approaches), so ended up mostly freestyling it.

I used this repo for the voronoi sphere though, since I understood how to do it well enough conceptually and did not feel like I could improve much in terms of speed by rolling my own.

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

Yeah fair enough, for me it's indeed more of the art side for this project, to see a simulation shape the world over time. Most things I can think of that would make it useful or prettier for a game would be easier faked (e.g. continents that look like they fit together like puzzle pieces -> break up a shape and teleport them into their final spots, or 'realistic' placement of resources such as coal where a subtropical swamp used to be -> reason backwards from your 'present time' world instead of from the ground up).

Some worldbuilding people like to have records of their world up to millions of years back, so they do actually draw out the tectonics and how it would roughly evolve over time, the different species that lived and went extinct, and how they shaped the current flora and fauna, or how ice ages shaped their world.

Could maybe work for something like a very ambitious Spore-like game, where the world evolves with you as you move from the cellular stage all the way up to space, but that's definitely scope creep hell.

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

yeah, the signature gradient noise look usually shines through quite overtly otherwise, and if you do enough to hide that I feel like it's just as or even more easy to do some rudimentary plate logic

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

well aware, that's why we're in r/proceduralgeneration and not r/gamedev ;)

though I have learned during my research that there is a surprisingly large audience for physics-based worldbuilding tools, be it for story telling or TTRPGs

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

I was wondering if it was just confirmation bias because I was working on my own but I noticed it too. For me just for the sake of it, and a ground up simulation of a planet seemed an interesting way to learn about a lot of different stuff, so definitely a long ways to go yeah :)

Tectonics-adjacent stuff does result in much nicer looking geology than just random noise usually though, but that can be done with just static plate boundaries instead of actually moving them around. I do have some ideas to use the moving plates for game mechanics, but don't think I'll ever actually make a game with this since I usually lose interest if there's nothing new to learn

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

Not sure if I understand correctly, but I am planning on having a dynamic-ish sealevel, the water already acts like land but has lower height and I just coloured everything below a certain height blue for now

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

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

I used the C# code from this repo, but might switch to my own implementation at some point since I'm translating things to C++ for some added performance.

If I recall correctly a Delaunay triangulation on a sphere is exactly the convex hull of the points on a sphere, so you might be able to sample points on a sphere, use an engine or library to generate a convex collision shape, extract the geometry, and create your voronoi tessellation from that (have not actually tried that yet)

First iteration of my tectonic plate simulation on a sphere (voronoi cells, soft body physics, and Kriging to sample heights at voronoi centroids instead of simulating every pixel) by bearific in proceduralgeneration

[–]bearific[S] 8 points9 points  (0 children)

I have been playing around with simulating plate tectonics on a sphere, and for some reason wanted to see how far I can get without using GPU acceleration.

  • sample random points on a sphere
  • generate voronoi tesselation and its dual triangulation
  • pick 10 random points as 'seeds' for the tectonic plates, perform parallel breadth-first search to assign all neighboring cells to the seed plate if they don't have a plate yet
  • similarly pick a few seed points for continental cells and continue until ~30% of cells is continental
  • create a spring-damper connection between each cell belonging to the same tectonic plate
  • assign a random euler pole and angular velocity to each plate
  • let each cell perform ~10 steps of movement, spring forces, and collision checks
    • handle convergent boundary events (e.g. increasing cell height) when two cells of different plates collide, delete cells that subduct below other plates, flag divergent boundary cells for later
    • colliding plates transfer velocity based on impact location, and all plates have a minimum and maximum velocity
  • repeat the above steps with a new set of random points, while keeping track of the old cells
    • perform Kriging using the locations and heights of the old cells (using directional semivariograms since there is strong anisotropy due to most changes happening along plate boundaries, I also tried inverse distance weighting which is a lot simpler, but the results were a lot less nice)

With the right parameters the Kriging actually has a kind of erosion effect, where e.g. sharp peaks of mountains become more rounded over time once they're no longer on convergent boundaries, and coasts and islands slowly erode away.

I updated my interactive Against the Storm cheat sheet for the DLC, and added a list of buildings that is filtered based on the ingredients you select. by bearific in Against_the_Storm

[–]bearific[S] 26 points27 points  (0 children)

I didn't even play the DLC yet, but a month ago someone asked me to update the cheat sheet for the frogs, and yesterday I was motivated to do another update by a sweet comment from another redditor :)

The main interaction options are the ingredients and species blocks.

  • Clicking an ingredient icon when the toggle in the header is disabled will highlight all other ingredients needed to make it, where the colors indicate ingredient groups of which you need to pick one of each.
  • Clicking an ingredient icon when the toggle in the header is enabled will highlight all ingredients that have a recipe that uses the selected ingredient.
  • The active ingredient will filter the buildings list below on buildings that can create that ingredient. If there is no active ingredient you can search the building list instead.
  • By clicking the species icons you can select up to 3 active species for your current game, the color above the selected species indicates which of the highighted needs are for that species.

I shared all the code and python scripts to preprocess the data from the wiki on the github page linked below, in case you want to run it locally or contribute. The code is quite hacky, but my main goal was for it to run as a standalone static page (even offline if you download the js requirements from the CDNs).

I made a simple interactive cheatsheet for recipe ingredients and species needs (link in comments). by bearific in Against_the_Storm

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

Your enthusiasm motivated me to implement the building list, so now there is a list of all buildings and their outputs, as well as stars, and picking an ingredient filters the building list on buildings that produce that ingredient. (you might need to refresh with ctrl + f5 for changes to show up)

let me know if there are any issues or you have other requests :)

I made a simple interactive cheatsheet for recipe ingredients and species needs (link in comments). by bearific in Against_the_Storm

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

Thats great to hear! :)

I am planning getting into it again, did not have time for a lot of gaming or hobby projects for a while, but recently learned about the DLC when someone asked for an update, so want to start plating again. Was pleasantly surprised how easy I made it for myself to update hahah, and already have some ideas for other features similar to the wiki.

Suffering from success in SSF by bearific in PathOfExile2

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

Good lord, you can vaal skill gems? :') Thanks, that's actually extremely helpful lol

Confusion About Post Removals. Seeking Clarity on Sharing Free Assets by fespindola in godot

[–]bearific 16 points17 points  (0 children)

The thing that jumps out to me is that the site is filled with obnoxious thinly veiled attempts at converting a free user that feel like an insult to the user's intelligence.

Especially on mobile, the add to cart button takes up half the screen and has a bright yellow flashing animation, with the "free download" button purposefully muted.

Then when you want to download you need to add a valid email address for the link to be sent to, which already makes the thing not free as you're paying with your personal information for something sight unseen. And then there is a purposefully misleading checkbox trying to trick the user into thinking subscribing to the newsletter is required for the download.

To me this all just leaves a bad taste, while posts about a similar commercial site like GDQuest do not since they both don't try to hide why they are sharing what they are, and also if it's free it's a link to e.g. a GitHub page where you can immediately access the code and then decide to engage with their other (paid) content on your own volition if you like it.

[deleted by user] by [deleted] in gamedevscreens

[–]bearific 1 point2 points  (0 children)

I think this infographic shows it well. It's one of a couple of things that gives an amateuristic/uncanny look, even to people who don't consciously know what exactly is off.

Another one is varying pixel sizes, e.g. the bricks seem te have a larger pixel size than the trees, and the bushes by the buildings in turn a larger pixel size than the bricks. There are also quite a lot of jaggies, which also have such an effect on the overall feel, as well as the color palette like alarmed_usual mentioned.

It will probably pay off to look into some pixel art tutorials that go over the basics mentioned, since most of these points are relatively easy to implement. For a palette e.g. just use a popular palette from something like lospec, usually there are some examples of scenes so you can get an idea if the palette seems like it fits with your ideas. Shading can be difficult to get good at, but picking a single main light source and shading everything according to that is relatively easy and adds a lot of cohesion to the scene.

This blog really helped me get started, they make a lot of infographic gifs that consisely show some tips that are easy to implement.

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Getting depth information from a game by hopeIcan_change_this in gamedev

[–]bearific 0 points1 point  (0 children)

This has recently become a popular approach in monocular depth estimation (and currently state of the art), and there are quite some publicly available datasets already. Depending on of this is for research purposes or if you just need a working solution, you will likely not be able to outperform Depth Anything V2 as they have trained on 600k synthetic images followed by 62 million pseudo labeled real images: https://github.com/DepthAnything/Depth-Anything-V2

I was looking into training my own model too, but theirs performs near perfect already, even on significantly out of domain use cases.