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.

Rendered mountain landscape with dramatic cumulus clouds.

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:

Steve Streeting@sinbad3d.bsky.social · 5d ago

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

Tested a big world of 6.5k tiles. It generates in about 5 seconds, chunks itself up into manageable pieces, and has no hitching as they cull themselves when out of view. Calling this map system refactor a huge success! Looking forward to getting back to gameplay now. :3 #Godot #GameDev #ProcGen

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.

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.

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

Ever fantasized about hiking in a mountain forest, running up to a precipice and taking flight, swooping over and into the tree crowns to feel the leaves and branches slapping against you? Then - Your fantasy got a bit weird there at the end - I've got a video for you (sound on) #ProcGen #GameDev

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

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.