For n≥3, the belt trick implies that the spherical braid group on n strands has 2-torsion. Start with n points on the sphere; a full rotation produces the (pure) braid Δ²; another rotation produces Δ⁴; and the braid trick (pictured) implies Δ⁴=1. 🧮 e-infinity.space/belt-trick-b...
proc_gen
@procgen.bsky.social
Procedural generation researcher. Currently making games. https://procedural-generation.tumblr.com #procgen #gamedev
Having worked on projects with an in-game editor, it's really powerful to be able to make edits in the same environment where you're making the game. (The real superpower for fast level editing is letting you edit the level while you are playing it.)
my game's inspired by portal 2, so figured i'd try and make a portal 2 inspired level editor for it. #godot #gamedev
Good news everyone! you can roll up your very own concrete neighborhood at tjs.mino.mobi/brut
🤖 🧠 🧪 New paper! I'm presenting it TOMORROW at #ALIFE2026! What if a chip could heal itself the way a brain does: not with a spare part, but by rewiring around the wound? Meet Self-Organising Digital Circuits. 👉 self-organising-circuits.github.io/ (go murder some logic gates, I'll explain) 🧵⬇️
Self-Organising Digital Circuits
Extending the Neural Cellular Automata paradigm from pattern formation on grids to functional logic generation and self-repair on arbitrary graphs.
self-organising-circuits.github.io
The grid is more fine than what I need, but I'm looking into voxelizing the geometry into a occupancy grid resource, that I can read from so procedural meshes can take that into account when building, like creating a wooden scaffolding tunnel when a path crosses underneath.
Procedural stairs and scaffolding
On Diablo 3 we incorporated all of this (plus the seed for the dungeon) into the metadata when taking screenshots. You could have a folder of screenshots and drag the one you wanted into the editor to load into that exact state. Was intended for bug repro, but amazing for productivity in general.
Currently experimenting with some math functions to create procedural sparkles. I’ve included them in the Shaders & Procedural Shapes in Unity 6 ebook in case anyone is interested 🔗 jettelly.com/store/visual... #indiedev #gamedev
The talk I presented at #SIGGRAPH2026 is now available on YouTube, for anyone who couldn’t attend or would like to revisit it :) youtu.be/OFJYBUArVPc?...
Dual Contouring of Signed Distance Data - SIGGRAPH 2026 [Technical paper presentation]
YouTube video by Xiana Carrera
youtu.be
1/6 Excited to share our #SIGGRAPH2026 paper, Dual Contouring of Signed Distance Data! We propose a new method for reconstructing sharp meshes from discrete samples of signed distance functions (SDFs) that does not require gradients. Project page: gatc.cs.columbia.edu/projects/dua...
I think we might finally have a real contender alternative to Simplex Noise
Love this project and writeup! A color space to cover skin colors. toneyalexander.github.io/inclusive-co... (can also be useful for #procgen)
What Colors Are We? Constructing A Color Space For Skin Tones
Simple equations and a color picker to inclusively select simplified skin tones in a custom color space for digital art or game development.
toneyalexander.github.io
I really enjoy making tools to remove things that slow down the creative process. Resizing objects is one of those things So I built a Dynamic Scaling System for Blender that lets the object adapt to a new scale automatically Inspired by @paralives.com and developed using @kenney.nl 's assets
Mini Dungeon has been expanded and improved! Now contains 5 additional models and more details added to others. kenney.nl/assets/mini-... (completely free, CC0)
At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵
Added mountains to my ASCII map generator. This is a pre-historic planet. Going to add tectonic plate movement next. #ASCII #roguelike #roguelite #indiegame #indiegamedev #indiedev #solodev #ShowcaseSunday #proceduralgeneration
How do you make a procedural dungeon generator and a combat system from scratch? MadYetiGames did both for Shifting Castle. ⚔️ More details: jettelly.com/blog/shiftin... #unity3d #gamedev #indiegame
New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇
Fierce Skincare Blender Geometry Nodes will make wonders for your skin 💫 #b3d #geometrynodes #art
How were we going to do this? We had no idea, but we had already started creating prototypes thanks to @tomnullpointer.bsky.social's pioneering work in procedural generation. It was going to be based on that. www.youtube.com/watch?v=xhMa...
youtube.com
Prototyping a little idea with my topology/geometry kernel for cutesy island generation.
At SIGGRAPH 2026 I saw this absolute banger of a paper by James and James. Beautiful imagery, matched by beautiful technical work, by a father and son team, which won a best paper award. I've always loved marbleization patterns. dougjam.github.io/mixwell-2026/ www.linkedin.com/feed/update/...
Slightly unrelated but still fun to show; check out dat performance 👀 That's a cloud volume that spans 3000x2000x3000 world units filled with thick fluffy clouds raymarched at minimum 8 units per step and rendered in a quarter res buffer Whole scene averages at 1.5ms (on a 4080 super, but still)
Check out this real-time Ivy growing and branching across the surface, all running on the GPU using Niagara, U5. 🌿 Here's how it works: jettelly.com/blog/real-ti... #unrealengine #vfx #realtimevfx #gamedev #niagara
Rahul Parihar added a procedural rain tool to Komikaze, his toon shaders pack for Blender, made entirely with Geometry Nodes. 🌧️ More → x.com/DoubleGum_/s... #b3d #geometrynodes #proceduralart