[HN Gopher] Show HN: Little Procedural Pixel Worlds ___________________________________________________________________ Show HN: Little Procedural Pixel Worlds Author : jasonjmcghee Score : 146 points Date : 2022-05-23 16:57 UTC (6 hours ago) (HTM) web link (jason.today) (TXT) w3m dump (jason.today) | bitwize wrote: | Makes me think of Temple of Apshai and similar RPGs from the | early PC and Commodore eras. | | ("Oh, man, my hit points are like, inexcusable in this dungeon, | man. I need to find some elixors or something.") | drewzero1 wrote: | It should date me fairly well to know that I'm familiar with | Temple of Apshai, but only because of the other reference. | "Man... I throwed up all over this maze." | TrustPatches wrote: | Love it, procedural world generation is a ton of fun | bradford wrote: | Nice work! | | Are you familiar with the procedurally generated worlds in Dwarf | Fortress (they have some similarity to your project)? | jasonjmcghee wrote: | I haven't played it before, but from my understanding, it's an | incredibly complex simulation. | | This is much simpler! Just hand-picked thresholds of some | parameterized perlin noise. | deathanatos wrote: | Definitely has a Dwarf Fortress feel to it, but I think it's | mostly the colors/"ASCII1 art" feel. | | Almost like a pristine world, still unsullied by the various | races & evils that inhabit a usual DF map. Peaceful. | | 1not really ASCII, ofc. | bovermyer wrote: | Love this! Are you using Simplex noise maps for altitude, | temperature, and humidity? What's the process like? | jasonjmcghee wrote: | Nothing so creative / complex! You can check out the source | code, I didn't obfuscate it. It's just hand-picked thresholds | for perlin noise, leveraging the built in noise function in | p5.js | Folcon wrote: | Really great use of tiles and colours to make a great looking | effect :)... | cracrecry wrote: | I like it but it would be more interesting for me if you provided | some web page with the documentation of that. | | I am more interesting in the explanation of your code that the | code itself. | jasonjmcghee wrote: | Took a break from the falling sand simulation blog posts this | week to work on another small project. It's a little pixel world | generator- each time you visit, you'll see a new little world. I | really like this stuff and had a blast building it yesterday! | natly wrote: | I've been playing around with something similar recently and | I'd encourage you to look into doing this with pure webgl | rather than p5.js. It's surprisingly simple (this would just be | a `gl.drawArrays(gl.POINTS,...)` call it with some buffer setup | and texture `texelFetch` reading) and freeing and empowering to | work from the groud up without frameworks. It's also really | nice to offload player offset and zoom to the gpu/shaders (it | handles it really smoothly and with basically more | straightforward than you'd have to do to only draw things | that's on the screen with canvas rendering). | jasonjmcghee wrote: | Great idea. This would be dramatically lighter weight in | terms of client download and more performant. I believe color | variation logic could also be offloaded to a fragment shader. | Yhippa wrote: | Really cool stuff. I kept refreshing and it took me back to the | days of all those ZZT games but this evokes much more | geography. Crazy what you can do with ASCII characters and 256 | colors. | fb03 wrote: | ZZT!!! one of my first coding experiences! | Minor49er wrote: | And beyond, as demonstrated by MegaZeux, the spiritual | successor to ZZT | Aperocky wrote: | Nice one, I like the coloring, it'd be nice if it was dynamic or | things could live on it, maybe next step? I have a few random for | fun projects lying around: | | map gen and hydrology project hydrosim: | | http://aperocky.com/hydrosim/ | | pet map gen and having "people" living on it: | | http://prehistoric.tech/ | pupppet wrote: | Immediately makes me miss my old MUDs. | all2 wrote: | Is it open source? I want to add clouds and birds and weather and | time! | | [edit] Also I'm getting a lot of "out of bounds" errors when I | resize my window.[/edit] | jasonjmcghee wrote: | The source code is all there and not obfuscated. You can just | download and edit it! | | I'm probably going to continue working on it as a personal | creative project, so I'm not planning on taking PRs- I hope | that's ok! | | Maybe I should make a community fork? | meetups323 wrote: | If possible could you include a license? I don't like | touching code without one, as sharing modifications and/or | derivatives is a potential copyright violation. | jasonjmcghee wrote: | I will make a community repo with a license! | jasonjmcghee wrote: | Here it is - the community repo: | https://github.com/jasonjmcghee/little-worlds | jasonjmcghee wrote: | Regarding the out of bounds. Indeed. I should fix that- middle | of the work day / week now though! | notum wrote: | Nice, but every world is a swamp for me. So much water :) | nirvanist wrote: | love it , inspiring , I think it can be done just with css also | :) | Tagbert wrote: | This reminds me of the character graphics you would get on | Commodore computers in the 80's | jpeg_hero wrote: | Love it. Ultima III ! | TheRealNGenius wrote: | borked on safari | Tagbert wrote: | I'm seeing it fine on Safari 15.4 | jasonjmcghee wrote: | Interesting! Could you provide some more info? Seems to work on | Safari on iOS and Mac for me. | rpastuszak wrote: | Now I regret "being productive" on my day off instead of playing | Dwarf Fortress. | | This looks lovely, well done! | jasonjmcghee wrote: | Thank you! ___________________________________________________________________ (page generated 2022-05-23 23:00 UTC)