proc_gen

@procgen.bsky.social

Procedural generation researcher. Currently making games. https://procedural-generation.tumblr.com #procgen #gamedev

🤖 🧠 🧪 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

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.

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

Xiana Carrera@xianacarrera.bsky.social · 2mo ago

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 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

Kenney@kenney.nl · 3w ago

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)

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👇

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bridson + delaunay + boundary tris removal + ear-cutting+ relax + dissolve some edges + dual + create some "rip" edge chains, tagging whether ground will fault left/right-wards + tag some ngons as beach + floodfill inland growing height respecting the rip constraints + subdiv #indiedev #gamedev

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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)