Kenny.wtf

Kenny.wtf

@kenny.wtf

Big planet terrain stuff. Building https://geomancer.kenny.wtf, a #procgen google earth for your fantasy worlds.

470 followers502 following435 posts

i think this is kinda not exactly true, its more like corporations struggling to cover liability, which is caused by a reactionary project by politicians and their constituents

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work-in-progress Donut worlds with atmospheric scattering. The dawn/dusk terminators are gorgeous #HelloTerrain #threejs #r3f

Kenny.wtf reposted

Software engineers don't need engineering demands like legal constraints and certifications, we need priestly demands like ritual purity and mandatory contemplation.

What is a program but a bridge between the world of forms and the hard world of silicon and copper? They're literally demons, treat with them as they are.

Refactoring #HelloTerrain (hello-terrain.kenny.wtf) so you can create arbitrary topologies. Here's a torus-world example. I can't wait to try out a planet-scale example of this with atmospheric scattering! #theejs #r3f

audible sucks because you can only get very bad voice actors for the audio books that are region locked. the good name of the wind narrator is barred from you. I feel sad for the the Americans who dont know the good audiobook version

Kenny.wtf reposted

I've implemented better fog (atmospheric perspective) in my shaders, so distance fades not just towards a single color (like classic fog), but a color which itself gets paler with distance. This adds so much depth to distant parts of the view and I feel it makes the landscape "breathe". #GameDev

Kenny.wtf reposted

if you appreciate experiments like the raycaster work i've been doing recently, please consider suppporting me on patreon! i hate doing self promotion but i've been better about it lately, and it's been helping a lot. i'm currently trying to get up to $1100 a month. patreon.com/vacuumflowers

patreon.comGet more from Loren Schmidt on PatreonGet more from Loren Schmidt on Patreon. creating video games + other digital art. Support Loren Schmidt and get exclusive access to their work.

Kenny.wtf reposted

This is amazing. First page of how to build worlds. "Games don't need REALISM with unnecessary details! That's just excessive. No, something simpler will suffice. Here we model air currents as they flow around a planet at various degrees from the equator..." ๐Ÿฅฐ #worldbuilding #procgen

Kenny.wtf reposted

๐ŸŒ– Amberspire is OUT NOW! ๐ŸŒ‡ A dice driven science fantasy city builder. Grow your city atop a mausoleum moon, interact with strange weather and ecology, gain influence to make deals with powerful off-world factions, experience the history of a future city. PC, Mac, Steam Deck s.team/a/3350750

Currently trying to figure out how to do some medieval land use simulation, but I'm having trouble thinking about the "substrate" or like basic node primitives are. Perhaps subdividing voronoi?

Kenny.wtf reposted

Ok I'm pretty sure I have something I can make a first implementation of, which supports the following: new_entity = spawn(humanoid, goblin, leader, mountainous) No paths, no resources, just tags for spawning a totally custom procgenned data driven entity with awesome design salt-bae control.

I'm really hyped for the way I want tags to work from a content design/production/resource/streaming/scaling perspective but it's gonna require a lot of bigbraining to figure out how to make it actually work in the code. Really hope I'm smart enough!

Kenny.wtf reposted

Replying to @lorenschmidt.bsky.social

in our world, in many ways "tech" companies are actually anti-technology. they're more interested in austerity, devaluing labor, squeezing more surveillance out of existing systems. consumer available tech is only dubiously increasing. moore's law died.

it takes a bit to load because of the terrain stamps, and the controls only work for desktop (for now)

Terrain raycasting API is working so well~ First time I've ever been able to embody a character and walk around one of my terrain scenes! #threejs #r3f #helloterrain

The terrain query API is coming along well, and it's fast! โšก Game dev stuff like placing objects, snapping characters to the ground and responding to mouse clicks is going to be mega easy~ #threejs #tsl #webgpu

Incrementally improving libraries you consume yourself because of use cases you uncover while working on other projects is a special joy. I imagine it's a bit like writing characters in fiction, you "discover" them as you go on. github.com/kenjinp/hell...

github.comRelease @hello-terrain/work v0.3.0 - Doppelganger ยท kenjinp/hello-terrainWhat changed Direct value setters for params and graphs param.set() and graph.set() now accept a plain value in addition to the existing updater callback. This removes boilerplate for the common ca...

goals

Soma@somartist.bsky.social

When I have my moments, I love to build some custom mountains in Gaea2 and then import it into Godot to fly or walk around. 4x4km terrain using a height and colormap with the awesome terrain3d plugin for Godot.

Alright, I think I might be getting someplace with this terrain library. Amazing what an environment map, a normal map, and some voronoi can do. Infinite Starlit Dessert #threejs #webgpu

I've got the heightmaps + normalmaps generating smoothly now, both implemented as extensible little worklets. I love it when a plan comes together~ It's cool to see that uniforms and parameters update and see the effects in real time #threejs #webgpu

Introducing hello-terrain/work! A small reactive work-graph library for typescript! Organize compute with automatic dependency detection and aggressive memoization. Especially made for hot loops like your renderer update cycle~ hello-terrain.kenny.wtf/work