They mean, "this location has a recognized pattern of walls/floors/ceilings." I define the patterns I care about in data, and the system assigns a random color to each one.
For example, there's a unique color for "walls on all sides, no floor or ceiling; i.e. part of a vertical shaft".
06.03.2026 19:23
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No doubt. The PCGEx library has some great pathfinding that supports waypoints and I have a toy setup that let's me create point actors in a volume and solve a route through them.
02.03.2026 15:30
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I can also see it informing content synthesis algorithms like WFC.
02.03.2026 14:49
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I also want to see if I can aggregate it to better reason about interesting topologies, e.g. "this is the start of a bottomless pit that extends 12 cells downward," or "these locations could accommodate a prefab of size x/y/z".
02.03.2026 14:49
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I think I want to use it to inform placement of environmental decorations, interactables, and metadata volumes that will influence PCG generation at those locations.
02.03.2026 14:49
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Probing walls and floors
YouTube video by Jeff Stewart
Been working on how to tease interesting environmental data out of my dungeon generator, like whether a location does/not meet certain criteria for nearby floors and walls. #procgen #screenshotsaturday #unrealengine #pcgex #dungeoncrawler
01.03.2026 22:54
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There are lots of gamers who love game developers, too.
23.02.2026 04:22
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Corridors work
YouTube video by Jeff Stewart
Adapted some of PCGEx's pathfinding algorithms to my dungeon's corridors, which are more rectilinear now and feel more structural. #ScreenshotSaturday #DungeonCrawler #PCGEx #UnrealEngine #procgen
22.02.2026 03:42
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CHROMATIC CONUNDRUM JUST RELEASED ON STEAM!
store.steampowered.com/app/3081690/Chromatic_Conundrum
#gamedev #indiedev
26.01.2026 10:19
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IIRC Dreams solved it by packing volumes with spheres, based on a technique published by NASA(?). You could actually see a brief visualization of it if you tweaked an object's physics accuracy.
09.01.2026 16:48
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I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
Really exciting work!
08.01.2026 14:02
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I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... π§΅
07.01.2026 23:56
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Really slick. For the visualization, did you roll your own solution for "morphing" between the steps?
05.01.2026 13:50
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Get ready! In just a few weeks the demo drops for Prophecy Island, my openworld roguelite rpg!
Wishlist on Steam now if you haven't already!
#indiegame #roguelite #rpg #openworld #trailer
05.01.2026 13:20
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Blending in Simple Chambers
YouTube video by Jeff Stewart
First #dungeoncrawler progress of 2026!
#procgen #unrealengine
02.01.2026 23:05
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Today I crested 10K titles viewed in my Steam discovery queue. πͺ
31.12.2025 21:08
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Enjoyed Tron: Ares and just want to say to whoever thought of the "square water drops on the camera lens" detail, I SEE YOU. β€οΈ
24.12.2025 22:42
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My favourite thing I heard of like this is a debugging feature in Alien Isolation where instead of hissing the Alien states aloud what it's thinking about.
"I heard you. I am hunting you. I am hunting you. I am hunting you. I have found you."
13.12.2025 10:41
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Hero fluter.
12.12.2025 04:02
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Why is there no game featuring Flute Guy and his arsenal of flute weapons? #TheGameAwards
12.12.2025 04:02
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This is cool to see; this βroller splineβ approach is how we modeled deformable half pipes in THPS Remastered Create-A-Park. We also had to solve lots of math knots.
30.11.2025 22:04
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My strategy game, MORSE released this week!
MORSE teaches you Morse Code through timing, tactics and telegraphy. Learn a secret language, build your own telegraph and jump head first down the rabbit hole of ham radio. π₯βοΈβ«οΈβ
#hamradio #screenshotsaturday #gamedev #morsecode
15.11.2025 17:53
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Godot
Fest
2:30 PM
120min
Seeing the forest for the trees: How to think about workflows when designing tools
Italy
Workshop
English
This session will not be recorded
In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (Ul) of their tools.
Robin Yann Storm
At GodotFest I am giving a Tool Design talk today at 12:25 in the Iberico room, and Tool Design workshop tomorrow at 14:30 in the Italy room.
11.11.2025 10:19
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What workflows do you think have the biggest gaps? Modeling? Blockout? Environment art? Lighting?
10.11.2025 13:41
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What I saw.
10.11.2025 06:32
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The morphs in Keeper use distance fields as an (implicit) surface representation, which makes it possible to control the distance at which the surface should lie. In other words, itβs easy to deflate or inflate objects, and meshes become easily βmoldableβ.
07.11.2025 18:40
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Made it to Ultimate Vault Hunter level 5 in #Borderlands4, the first time I've ever reached max endgame in a Borderlands title. Maybe now I'll get back to the other games on my backlog.
08.11.2025 21:30
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