Rune Skovbo Johansen's Avatar

Rune Skovbo Johansen

@runevision

Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. πŸ“ Turku, Finland πŸ”— https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision

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03.07.2023
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Latest posts by Rune Skovbo Johansen @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 πŸ‘‡

06.03.2026 21:53 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
The Psygnosis logo resembling the head of an angry electrical owl drawn onto a white sphere.

The Psygnosis logo resembling the head of an angry electrical owl drawn onto a white sphere.

Psygnosis gets it

05.03.2026 10:41 πŸ‘ 7 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

That’s right, sales tax and Steam’s cut are subtracted by Steam from the amount they pay out.

Normally when discussing the various cuts and expenses, it’s relative to the gross revenue, not relative to the payout.

03.03.2026 13:52 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

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.

03.03.2026 11:21 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I haven’t used it much so I can’t remember but I believe you can check it out in their free tier.

03.03.2026 10:05 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Documents you edit locally, or online (like Google Docs and Sheets)?

It bugs me somewhat that Proton’s online formats are *also* proprietary (like Google’s are, but inferior) and can never be downloaded natively; only exported. But if you mean cloud storage for offline edited documents, no prob.

02.03.2026 21:32 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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A strange forest, full of unsettling creatures

#procgen

28.02.2026 17:33 πŸ‘ 162 πŸ” 20 πŸ’¬ 3 πŸ“Œ 0

Haha! Did she notice you weren’t paying attention and escalate by saying β€œHey! Listen!”

01.03.2026 12:06 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I can’t tell if they’re sorted by volume, or almost, but not quite, sorted by volume. :)

01.03.2026 12:01 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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28.02.2026 15:30 πŸ‘ 597 πŸ” 165 πŸ’¬ 6 πŸ“Œ 0
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Metacritic has sent a reminder email to all games site editors/publishers which is pretty strong, and great:

26.02.2026 18:03 πŸ‘ 2462 πŸ” 628 πŸ’¬ 14 πŸ“Œ 50
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Rune Skovbo Johansen (@runevision@mastodon.gamedev.place) Attached: 1 image Karel Crombecq, lead programmer and technical director for Dungeon Alchemist, open sourced the Straight Skeleton algorithm they use to generate roofs. It's a complex algorithm that ...

Like I said elsewhere, this is a very generous contribution to the procedural generation community, thanks!

Since you don’t seem to be on Mastodon, I spread the news there here:
mastodon.gamedev.place/@runevision/...

27.02.2026 17:10 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
An image of a 3D roof generated using the procedural Straight Skeleton algorithm

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...

27.02.2026 15:02 πŸ‘ 62 πŸ” 11 πŸ’¬ 1 πŸ“Œ 1

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.

27.02.2026 12:33 πŸ‘ 10 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Phacelle - Cheap Directional Noise While working on a novel erosion algorithm last fall (which I'll release at a later time), I developed a directional noise function in the p...

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...

26.02.2026 07:08 πŸ‘ 11 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Table as full required width. No line breaks.

Table as full required width. No line breaks.

Table displayed more narrowly. Some parentheses are moved to the next line.

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.

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.

26.02.2026 07:07 πŸ‘ 21 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

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!

25.02.2026 17:37 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

My recent messages were about *wanting* to use multiple letters as an author, so clearly I don’t think there’s 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 isn’t there (plus aesthetically).

24.02.2026 21:31 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

All right. Depends on the tooling though. Sometimes the functionality in popular math applications *is* stopping you.
bsky.app/profile/rune...

24.02.2026 21:23 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

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 doesn’t support it.

24.02.2026 21:19 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 1

Like, it is both infuriatingly restrictive *and* hypocritical about it at the same time.

24.02.2026 19:16 πŸ‘ 2 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

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.

24.02.2026 19:11 πŸ‘ 12 πŸ” 0 πŸ’¬ 4 πŸ“Œ 0

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.

24.02.2026 18:49 πŸ‘ 14 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Tfw you still have some edge cases to fix in your procedural locomotion system #gamedev

21.02.2026 16:02 πŸ‘ 8882 πŸ” 2882 πŸ’¬ 74 πŸ“Œ 126

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.

21.02.2026 10:02 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Yeah that’s what I thought and probably how I’d handle it too, unless I’d 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 doesn’t seem that random anymore. :D

20.02.2026 21:39 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

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 random…

20.02.2026 21:24 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

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 that’s what you’re after here. I believe that’s why it works?

20.02.2026 21:14 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Here's what TikTok has been doing to our work & art without our consent.

20.02.2026 13:16 πŸ‘ 3480 πŸ” 1617 πŸ’¬ 41 πŸ“Œ 9

No I mean an attribute on the static variables so I wouldn’t need to write an editor specific function to begin with. Or better, an attribute on a class that resets all static variables in it.

18.02.2026 14:05 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0