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I just deployed version 0.4.0 of my LayerProcGen framework: github.com/runevision/L... It's a framework (C#) for layer-based procedural generation that's infinite, deterministic and contextual. 0.4.0 adds floating origin support along with misc. improvements and fixes: github.com/runevision/L...
14h
Layer-based infinite procedural generation. Contribute to runevision/LayerProcGen development by creating an account on GitHub.
github.com
GitHub - runevision/LayerProcGen: Layer-based infinite procedural generation
Rune Skovbo Johansen
5 years ago we set out to find a game system to engage people with cultural heritage. Now, over 350+ cultural sites brought to over a half million players later, I put down the lessons we learned making Puzzling Places medium.com/realities-io...
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Announcement: I'm teaming up with 505 Pulse for my game Rhythm Doggo. If you think you'd like it, please wishlist: store.steampowered.com/app/4090240/... Also there's a discord where we'll do playtesting discord.gg/3SG2ZxVeb The game's key art was made by @1neila1.bsky.social #gamedev #indiedev
You'd think that in Unity "how do I do a square root?" has a simple answer. It does not! Here's a blog post about various complexities of math related codegen, precision and performance in Unity: aras-p.info/blog/2026/06... #unity
Shahriar Shahrabi | شهریار شهرابی
The fire now has sound! I implemented a point cloud sound system for it that takes into account the position and the intensity of each flame, interpolating between 3 distinct sounds. Big thanks to @runevision.bsky.social for his recent blog post on the subject, saved me a lot of time and effort.
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aras-p.info
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Unity vs floating point · Aras' website
Much more information about the framework in general on its documentation site: runevision.github.io/LayerProcGen/ Or watch my talk about it from Everything Procedural Conference 2024: www.youtube.com/watch?v=4oJG...
In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape? In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage: blog.runevision.com/2026/06/poin...
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YouTube video by BUas Games
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EPC2024 | Layer-Based Procedural Generation: Chunks and Context | Rune Skovbo Johansen
Nifflas
Aras Pranckevičius
Vuntra City
Rune Skovbo Johansen
In video game development, we're used to sound coming from single positions in space, but how do we handle sound coming from an irregular sh...
blog.runevision.com
Point Cloud Sound for irregular shaped audio sources
Rune Skovbo Johansen