🔴🟡🔵 BIG WALK 🔴🟡🔵 Out now on Steam, Nintendo Switch 2, and PlayStation 5. Hooray!
Rune Skovbo Johansen
@runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision
I've been experimenting with volumetric clouds. This is based on Enviro 3 from the Unity Asset Store, with a whole bunch of hacks of my own to work with my atmospheric perspective, low horizon, and other tweaks.
Steve Streeting, founder of the open source Ogre3D game engine way back in the day, is currently making an Unreal-based online multiplier game with silly wizards together with his partner. He just uploaded his first devlog video here:
I've posted my first MinerMancers dev log! Finally! 😄 Do let me know what you'd like to hear about next, if you have a preference. If a particular subject gets more requests I'll be sure to prioritise it. Hope you enjoy! youtu.be/-wdz4vMpIzA
In my game Rhythm Doggo, when a NPC dog should jump from a platform to another, it calculates exactly which jump strength it should have to land at the correct spot given the position, velocity and acceleration That code worked perfectly. Selecting which side of the platform to jump from did not
horse with human hands i love you, i love you, horse with human hands
New video: Supercharging my procedural mountain forest Two years of landscape progress in one devlog! www.youtube.com/watch?v=ACjl... #GameDev #IndieDev #ProcGen
If you like playing with fluid sims, game-of-life type shenanigans, etc... then hold on to your socks. aphid91.github.io/Fluoddity-Co...
Fluoddity
aphid91.github.io
As usual, it's all physics-based. I added some force feedback, as well as a "fail state" if the knife doesn't catch due to something or someone interfering. ;) #gamedev #indiedev #GodotEngine
Made a "whittle item" motor task which lets penguins whittle any point on any object, with smart manual adjustments. Great for wood, vegetables, or fish. Flows seamlessly into / out of the "inspect item" motor task too. #gamedev #indiedev #GodotEngine
New devlog about the fire mechanics that I've been working on for the past month. Check it out! www.youtube.com/watch?v=Q8jr... #gamedev #indiegame #procgen
Interactive Fire In a Procedural City Environment
YouTube video by Vuntra City
youtube.com
Number one rule of video game particle effects: Fire and water must move in slow motion. If you make it move as fast as fire and water moves in real life, you may confuse your audience who is used to slow motion fire and water in games. They'll likely think it doesn't look sufficiently video gamey.
New Blog post! This one explains our technique for modeling and generating volumetric worlds in the context of a game. 🪨 Overhangs, caves, arches - all those procedurally generated at runtime. 🔗 Link: newheadstudio.com/blog/volumet... #gameDev #proceduralGeneration #unity3d #indieDev #erosion
I just deployed version 0.4.0 of my LayerProcGen framework: github.com/runevision/L... It's a framework (C#) for layer-based procedural generation that's infinite, deterministic and contextual. 0.4.0 adds floating origin support along with misc. improvements and fixes: github.com/runevision/L...
GitHub - runevision/LayerProcGen: Layer-based infinite procedural generation
Layer-based infinite procedural generation. Contribute to runevision/LayerProcGen development by creating an account on GitHub.
github.com
The fire now has sound! I implemented a point cloud sound system for it that takes into account the position and the intensity of each flame, interpolating between 3 distinct sounds. Big thanks to @runevision.bsky.social for his recent blog post on the subject, saved me a lot of time and effort.
5 years ago we set out to find a game system to engage people with cultural heritage. Now, over 350+ cultural sites brought to over a half million players later, I put down the lessons we learned making Puzzling Places medium.com/realities-io...
In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape? In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage: blog.runevision.com/2026/06/poin...
Point Cloud Sound for irregular shaped audio sources
In video game development, we're used to sound coming from single positions in space, but how do we handle sound coming from an irregular sh...
blog.runevision.com
You'd think that in Unity "how do I do a square root?" has a simple answer. It does not! Here's a blog post about various complexities of math related codegen, precision and performance in Unity: aras-p.info/blog/2026/06... #unity
Unity vs floating point · Aras' website
aras-p.info
Announcement: I'm teaming up with 505 Pulse for my game Rhythm Doggo. If you think you'd like it, please wishlist: store.steampowered.com/app/4090240/... Also there's a discord where we'll do playtesting discord.gg/3SG2ZxVeb The game's key art was made by @1neila1.bsky.social #gamedev #indiedev
I've implemented better fog (atmospheric perspective) in my shaders, so distance fades not just towards a single color (like classic fog), but a color which itself gets paler with distance. This adds so much depth to distant parts of the view and I feel it makes the landscape "breathe". #GameDev
First dev blog! This one's about our procedural scattering technique for creating nice natural scenes. Let us know what you think - way more posts coming, on all aspects of procedural generation ✨ newheadstudio.com/blog/object_... #proceduralGeneration #unity3d #indieDev #gameDev #devBlog
My procedural world is calculated in fixed point coordinates to avoid floating point issues far from the origin. They divide each unit/meter in 256, so the world can generate within the Int32 range divided by 256: Up to a distance of 8000 km from the origin. About half the surface area of Earth.
EMUUROM IS FINALLY OUT! store.steampowered.com/app/1634360/...
More objects, more placement rules, more variety... Looks surprisingly good for such simple code! ⛰️ #proceduralGeneration #gameDev #indieDev #unity3d
Take some rest traveler music: The Elder Scrolls V Skyrim - From Past to Present
I just rewatched this talk making the case for indie developers to put their own names on their games. It's what convinced me to release my game under my name, but beyond promotion tactics, the talk is really about humanization and personal connection. Worth watching. www.youtube.com/watch?v=N4UF...
Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage
YouTube video by GDC Festival of Gaming
youtube.com