Tag: procedural generation

The Adventure System

Today I updated GearHead Caramel’s adventure system. This is the bit that allows temporary content to be added to a campaign and then removed later- the same kind of stuff as GearHead 1 and GearHead 2’s random plots. GearHead Caramel inherited its plot system from Dungeon Monkey Eternal, and while DME has the ability to …

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Procedural Texture Generation

Last week I mentioned that I’ve been playing around with procedural texture generation. The method I’ve been using takes an image sample, analyzes it, and then tries to reproduce its texture in several ways. For example, take this picture of grass from the public domain West’s Textures set. The source image shouldn’t have too many …

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