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Procedurally generated bear-dancing https://www.youtube.com/watch?v=hFlo-B-l4Ds
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# ? Jan 31, 2018 10:52 |
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# ? May 13, 2024 06:40 |
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Pondex posted:Procedurally generated bear-dancing is this the long awaited sequel to Colin's bear animation? https://www.youtube.com/watch?v=FiARsQSlzDc
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# ? Jan 31, 2018 12:28 |
Some wonderful videogame & romance novel mashups: https://twitter.com/lizardengland/status/958854714744975360 I assume they're markov chained, or possibly just generated using full phrases with slots for appropriate, randomly-picked words.
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# ? Feb 1, 2018 15:36 |
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That's too coherent to be markov stuff. I'm thinking substitution of some kind, yeah. He ripped off her bodice and growled [VGAMEPHRASE]
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# ? Feb 1, 2018 17:32 |
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Krankenstyle posted:That's too coherent to be markov stuff. I'm thinking substitution of some kind, yeah. He ripped off her bodice and growled [VGAMEPHRASE] Exactly what I was thinking. It has the stench of tryhard humanity about it.
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# ? Feb 1, 2018 19:38 |
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Humans Get out of our procedural maze worlds
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# ? Feb 1, 2018 22:09 |
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I need to remember that "360 noscope" one for if I'm ever in the clinch again.
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# ? Feb 1, 2018 22:58 |
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Ahem: http://botnik.org/content/tng.htmlCaptain Picard posted:Mister Worf, I appreciate this present of clothes for my birthday, but as I am a boy, I need me my toys.
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# ? Feb 1, 2018 23:25 |
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Botnik Studios does good work https://twitter.com/botnikstudios/status/955501681604792322/
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# ? Feb 5, 2018 05:02 |
Inverse-cinematics is a style of animation/movement where instead of strictly defining movements or manually animating things, the things to be animated follow some logic to try to reach the desired end-state and dynamically create the animation. I personally count it as procedural because the movements are technically algorithmic, but it can be thought of as a grey area because nothing 'new' is actually generated, just things moving kinda-semi-procedurally. Anyway, the reason I wrote that is because I want to show you cute lizards with inverse-cinematics movement: https://twitter.com/TheRujiK/status/961667301258022912 Also a cute spider spinning web: https://twitter.com/rubna_/status/918612152407281664 Also also check out how this cute duck walks: https://twitter.com/TomBoogaart/status/831644608354480128
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# ? Feb 9, 2018 04:15 |
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This is insane.
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# ? Feb 9, 2018 05:37 |
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Hempuli posted:Inverse-cinematics is a style of animation/movement where instead of strictly defining movements or manually animating things, the things to be animated follow some logic to try to reach the desired end-state and dynamically create the animation. I personally count it as procedural because the movements are technically algorithmic, but it can be thought of as a grey area because nothing 'new' is actually generated, just things moving kinda-semi-procedurally. Either you mean inverse kinematics, or I’ve missed out on yet another up-and-coming programming technique. Either way, those videos are cool.
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# ? Feb 9, 2018 07:07 |
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Veni Vidi Ameche! posted:Either you mean inverse kinematics, or I’ve missed out on yet another up-and-coming programming technique. Probably autocorrect, the most influential procedural generator of them all! Post your best autocorrect daydreams! I saw pokemon here is the way to go to the restroom and that was pretty good idea of the way to go to the pharmacy. I have to the pharmacy and that was pretty uneventful, I don't think I'm getting in. I saw the way of doing it for you! You will make it a little bit more about what you had a great day! Love you too much. I think it could be a good idea of the way to go to Monte Carlo simulation ( edit: )and that is the way to go
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# ? Feb 9, 2018 18:26 |
Veni Vidi Ameche! posted:Either you mean inverse kinematics, or I’ve missed out on yet another up-and-coming programming technique. Either way, those videos are cool. No autocorrect in this case, it's just that I've only heard the term said out loud in a discussion. I had seen the acronym IK and wondered if it was kinematics instead of cinematics but the association with 'cinema' was just too strong. In hindsight it doesn't make sense that the term would refer to cinematic anything rather than kinetic movement. Whoops! Speaking of autocorrect, I was reminded of poetry created by Google Translate by repeatedly feeding it the same bit of text. The 'Languagelog' website lists a bunch: More here: http://languagelog.ldc.upenn.edu/nll/?p=35120 http://languagelog.ldc.upenn.edu/nll/?p=32430 http://languagelog.ldc.upenn.edu/nll/?p=33613 There were others that had some really sudden changes in tone (like, add another of the same kanji and suddenly the text is about something completely different), but I couldn't locate those anymore. Hempuli has a new favorite as of 19:22 on Feb 9, 2018 |
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# ? Feb 9, 2018 19:18 |
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Hempuli posted:Inverse-cinematics is a style of animation/movement where instead of strictly defining movements or manually animating things, the things to be animated follow some logic to try to reach the desired end-state and dynamically create the animation. If I remember correctly, the game Outcast from 1999 used inverse-kinematics to generate character movement as well as voxel rendering for the landscapes. It was pretty advanced stuff for the time.
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# ? Feb 9, 2018 22:37 |
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Candy hearts from a neural network
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# ? Feb 10, 2018 02:42 |
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once we get machine translation down, self driving cars will be right around the corner (actual machine translation 1700s Danish > English) Carthag Tuek has a new favorite as of 03:02 on Feb 10, 2018 |
# ? Feb 10, 2018 02:59 |
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Krankenstyle posted:once we get machine translation down, self driving cars will be right around the corner Was it OCRed? OCR to machine translation is a lot of fun to deal with.
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# ? Feb 10, 2018 10:23 |
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Tunicate posted:Was it OCRed? OCR to machine translation is a lot of fun to deal with. no, clean transcript that i actually put in periods a couple times to split sentences cause they didnt used to do that in the olden days as you see from the way i write this bullsht right now
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# ? Feb 10, 2018 12:23 |
https://twitter.com/_kzr/status/962362393769594880
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# ? Feb 11, 2018 06:27 |
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Nice to see Sumotori Dreams is getting a rhythm game spinoff. https://www.youtube.com/watch?v=wbhXp3SxZU0
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# ? Feb 11, 2018 09:07 |
https://twitter.com/liu_mingyu/status/965960674470871041
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# ? Feb 21, 2018 18:37 |
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I was gonna try that, but I couldn't figure out how to to open the program.
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# ? Feb 21, 2018 18:54 |
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there's also this one: https://github.com/luanfujun/deep-photo-styletransfer input: style: result:
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# ? Feb 21, 2018 19:42 |
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Star Citizen
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# ? Feb 21, 2018 19:44 |
https://twitter.com/JanelleCShane/status/961990024978776064
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# ? Feb 23, 2018 14:23 |
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Post Your Favorite (or Request): Coldly Compiled Lists › PYF procedurally generated content: Love 2000 Hogs YEA
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# ? Feb 23, 2018 21:04 |
I... guess this counts? https://twitter.com/kertgartner/status/967154967843876872
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# ? Feb 24, 2018 15:09 |
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Fuuuuuuuuuuuck
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# ? Feb 24, 2018 19:37 |
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Hempuli posted:I... guess this counts? Jesus Christ.
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# ? Feb 24, 2018 20:07 |
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Krankenstyle posted:there's also this one: https://github.com/luanfujun/deep-photo-styletransfer
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# ? Feb 25, 2018 01:46 |
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Hempuli posted:I... guess this counts?
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# ? Feb 26, 2018 06:39 |
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https://arxiv.org/pdf/1803.03453.pdfquote:In 1999 Bentley was approached by a group of musicians and developers who wanted to generate novel quote:
quote:
Happy Thread has a new favorite as of 00:10 on Mar 13, 2018 |
# ? Mar 13, 2018 00:01 |
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No discussion of procedural locomotion would be complete without the 1994 videos of Karl Sim's hilarious block creatures fighting each other over resources using unexpected and bizarre motions. https://www.youtube.com/watch?v=JBgG_VSP7f8
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# ? Mar 13, 2018 00:06 |
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End of Shoelace posted:heres a fun game: play this video at 2x speed and pause anywhere; see what kind of faces you get
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# ? Mar 13, 2018 08:31 |
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https://www.youtube.com/watch?v=TgGzlRtnOz8
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# ? Mar 14, 2018 05:24 |
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Procedural generation is getting more and more complex in video games, as the examples in this thread have demonstrated. Even the most basic roguelikes have randomly generated levels. These levels tend to be pretty simply generated, though; usually, they generate a path between the entrance and the exit, then fill in the map, then monsters, items, etc. This means that, after completing a specific level, there isn't much of a point of going back. Unexplored, though, has uniquely procedurally generated dungeons, using what the developers call cyclical generation. On the level layer, the individual floor plans in the dungeon are generated in a roundabout fashion, so that each floor has a general path to follow, with roadblocks like monsters and locked doors guiding the player through them. On the dungeon layer, it does cyclical passes to determine monsters, traps, items, and locked doors to generate a path through the entire dungeon. For a basic example, the key to a door in level a4, needed to delve deeper in the dungeon, may appear in a boss room on c6. There is always a way to navigate past a roadblock in the game; it just may be on a completely different level. This additional layer gives the game a fantastic sense of flow and really makes the dungeon feel like one entity, rather than a series of rooms and stairs. What is also neat about this kind of generation is summed up on the Steam page: quote:Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those. Here is a small, but better, overview of how it generates maps: https://www.youtube.com/watch?v=_wvkTT-6P3Q The game itself is really fun, too: http://store.steampowered.com/app/506870/Unexplored/
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# ? Mar 14, 2018 17:11 |
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https://twitter.com/twitter/statuses/962449509782495232
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# ? Mar 16, 2018 22:53 |
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That's good but seems generated, not "procedurally" generated. A random algorithm didn't come up with that
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# ? Mar 17, 2018 05:51 |
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# ? May 13, 2024 06:40 |
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It's much simpler than anything else posted here, but I've been fooling around with procedural generation and one of the first things I did was create a script that generates randomized cave maps, by creating a random grid and iteratively smoothing until it looks nice. I'm not sure they'd work for roguelikes - they're not directed enough - but they feel like they could be fun for an exploration platformer like Metroid. I've got a bot (recently rescued from a crash) posting them here. Some examples:
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# ? Mar 17, 2018 07:45 |