Eye of the Temple and a bunch of other VR games were part of the VR Forever Steam event last year.
This year submissions are open, so developers with VR games on Steam might want check it out π
@runevision
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. π Turku, Finland π https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision
Eye of the Temple and a bunch of other VR games were part of the VR Forever Steam event last year.
This year submissions are open, so developers with VR games on Steam might want check it out π
The Psygnosis logo resembling the head of an angry electrical owl drawn onto a white sphere.
Psygnosis gets it
Thatβs right, sales tax and Steamβs cut are subtracted by Steam from the amount they pay out.
Normally when discussing the various cuts and expenses, itβs relative to the gross revenue, not relative to the payout.
We're paying for their whole package, but I haven't switched much yet, and still figuring out what I want and don't want to move over. So far their Calendar is working nicely at least.
I havenβt used it much so I canβt remember but I believe you can check it out in their free tier.
Documents you edit locally, or online (like Google Docs and Sheets)?
It bugs me somewhat that Protonβs online formats are *also* proprietary (like Googleβs are, but inferior) and can never be downloaded natively; only exported. But if you mean cloud storage for offline edited documents, no prob.
A strange forest, full of unsettling creatures
#procgen
Haha! Did she notice you werenβt paying attention and escalate by saying βHey! Listen!β
I canβt tell if theyβre sorted by volume, or almost, but not quite, sorted by volume. :)
Metacritic has sent a reminder email to all games site editors/publishers which is pretty strong, and great:
Like I said elsewhere, this is a very generous contribution to the procedural generation community, thanks!
Since you donβt seem to be on Mastodon, I spread the news there here:
mastodon.gamedev.place/@runevision/...
An image of a 3D roof generated using the procedural Straight Skeleton algorithm
I open sourced the Straight Skeleton algorithm we use in @dungeonalchemist.com to generate the roofs. It's a very complex algorithm that took a long time to get right, so I'm very happy to share it with the world!
If you need procedural roofs in Unity, check this out.
github.com/Briganti-Gam...
Blogs never left, you just gotta find them, and use an rss reader if you want them in a feed.
You could be a person reading, writing, and enjoying blogs today.
The table can be found on this page if you want to test it with different page widths yourself:
blog.runevision.com/2026/01/phac...
Table as full required width. No line breaks.
Table displayed more narrowly. Some parentheses are moved to the next line.
Table displayed even more narrowly. Only now are there line breaks within the parentheses too.
I learned of a neat CSS trick to discourage line breaks in specified spans of text, while still allowing them as a last resort.
Just set the spans to 'display: inline-block'.
Notice the text in parentheses (middle+right column) break to a new line *before* the contents inside the parentheses do.
Yeah, I know. I don't like that workaround as subscripts are meant to mean something different and IMO it produces a jumbled look too. But it can be better than nothing, and thanks in any case for trying to help!
My recent messages were about *wanting* to use multiple letters as an author, so clearly I donβt think thereβs an issue with time and energy for me and my use cases. And the subscript approach is such an ugly and confusing hack due to the implied meaning which isnβt there (plus aesthetically).
All right. Depends on the tooling though. Sometimes the functionality in popular math applications *is* stopping you.
bsky.app/profile/rune...
Perhaps my perception is skewed due to Desmos being the primary (only) tool where I write in math notation these days, and from my understanding, it doesnβt support it.
Like, it is both infuriatingly restrictive *and* hypocritical about it at the same time.
What really bugs me about math notation is that it's so dogmatic that one can't even *choose* to use multi-letter variable / function names if deemed fitting, all because mathematicians can't be bothered to write little dots for multiplications.
Oh, except cos, sin, tan etc. are fine somehow.
What if I can't remember the meaning of more than five variables in my head at once? While learning about the sixth I forget the first.
Long math equations (and shader code littered with single-letter variables) put such a memory burden on the reader.
Tfw you still have some edge cases to fix in your procedural locomotion system #gamedev
The nature of math and logic is really fun to me in that way, as it's all conceptual, but also a "landscape" that exists objectively (can be independently discovered), just not materially. And of course a lot of material reality seems "bound" by it in a one-way relation.
Yeah thatβs what I thought and probably how Iβd handle it too, unless Iβd expect to go up to a lot of events per frame. Like, if x * deltaTime is 23.4 and you get between 23 and 24 events each frame, that doesnβt seem that random anymore. :D
Is the way you handle x * deltaTime larger than one to make the integer part a guaranteed number of event firings that frame, and the fractional part is compared to the random number to determine if an additional event is fired? This should give the right avg rate, though not be fully randomβ¦
The probability of at least one success is not the same for one event with 100% success rate and two events with 50% success rate.
But the average number of successes IS the same, and thatβs what youβre after here. I believe thatβs why it works?
Here's what TikTok has been doing to our work & art without our consent.
No I mean an attribute on the static variables so I wouldnβt need to write an editor specific function to begin with. Or better, an attribute on a class that resets all static variables in it.