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...
Layer-based infinite procedural generation. Contribute to runevision/LayerProcGen development by creating an account on GitHub.
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...
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.
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...