My Favorite Tools + Techniques for Procedural Gamedev
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I recently finished up the process of fixing a bug in the Chromium/Google Chrome web browser. It was my first time contributing to the Chromium project or any other open source project of that scale, and it was a very unique experience compared to other open source work I've done in the past. I figured that I'd write up an overview of the whole...
There's been a fair bit of buzz about Kolmogorov-Arnold networks online lately. Some research papers were posted around claiming that they offer better accuracy or faster training compared to traditional neural networks/MLPs for the same parameter count. I was compelled by these claims and decided to test them out myself. Here are my main...
Overview When I started off, my goal was simply to subdivide 3D meshes. I wanted to add more geometry to simple meshes so that I could apply programmatic deformation like greebling and noise to give them increased detail and realism in procedurally and semi-procedurally-generated scenes. It turns out that basic mesh subdivision is indeed very...
Background As part of some other work I was doing that involved programmatically manipulating 3D meshes, I encountered the need to compute normals for them from scratch. Usually this isn't necessary since applications like Blender handle doing this automatically. But in my case, I was doing these transformations dynamically and in the web...
Over the past few years, I've built several different interactive embedding visualizations. I have a big interest in exploring and understanding things in a free-form manner, and these kinds of tools feel to me like an extremely effective way of facilitating that sort of experience. My work in this area started out as an experiment using data I...