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But then they have to convert all these instances to actors 😱 Apparently this is due to HLOD generation reasons, and he says he knows this sounds nuts. (To be honest I don’t understand this too much. Maybe @joewintergreen.com has thoughts on this?)
Next, @alexanderbirke.bsky.social, who has worked on a few very well known games!
All that random stuff is great, but you need to have in-game debug tools as well to make sure you can quickly work with and visualize your procedural content (cc @andrewfray.dev for his great thread!!)
Then you put the functionality of that debug menu on an Elgato stream deck for ease of use. You can also allow anyone to customize their own setup on their stream deck. So they only see the options they need, and can instantly use them (cc @derek-lieu.com, because he does this too!)
(The randomization using noise instead of random functions reminds me of lava lamp randomization: en.wikipedia.org/wiki/Lavarand)
The Timeless way of Building mentioned!! (cc @keano.bsky.social) (‘A Pattern Language’ is another great book I recommend, which is from the same author)
Next talk is from some Houdini folks, showing a fully procedural rig and many other things that I only half understand because Houdini is a magic box that makes cool things appear if you know the right incantations. I understand the shown workflows, but have no idea which 200 nodes generate this.
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