Conspire: A Programming Environment for NOWHERE
blog.duangle.com
blog.duangle.com
He's known as paniq in the demoscene and did the music, 2d engine and graphics for the awesome Masagin:
But then the reality kicks in. Shouldn't you be making a game?
To even attempt such a thing requires a lot of good tools because they not only need those tools to build procedural content for the game but for their userbase to be able to as well.
He seems well aware of the trap here and is trying his best to avoid it.
> Right now is, hands down, the worst part of development. There are no fancy graphics to show off, no intricate gameplay, no surprising AI, no badass music, just unglamorous system design that interests no one so we can get all the aforementioned stuff in a manageable form that doesn't keep becoming a sluggish and unserviceable mess. […] The importance of tooling can not be overstated. There are no tools out there for the kind of game we're working on, and it comprises 90% of what makes the game, as nearly all of our content is procedural in one way or another, and not handmade. If there's currently a lack of procedural content out there, it's precisely because of the lack of tooling.
[0] http://nowherians.com/discussion/comment/254/#Comment_254
Reminds me of the lofty goals of http://lighttable.com and EVE http://www.chris-granger.com/2014/10/01/beyond-light-table/
I'm a CS student and I'm very interested in procedural generation. I was wondering if there are any particular resources you'd recommend for a beginner?
Before game dev, Ritter was known as a musician and a demoscener (if you don't know what the demoscene is, do some googling -- it's deffo worth it). The demoscene group he was part of broke exciting new ground in the mid 2000s by releasing some productions that packed ridiculous amounts of content into a very small size by procedurally generating lots of things, like textures and geometry. The greatest of these demos is called Debris[2], and some consider it the best demo ever. Ryg's article is basically a big index of articles explaining how parts of Debris were written, as well as how they work.
[1] https://fgiesen.wordpress.com/2012/02/13/debris-opening-the-...
[2] Watch it here: https://www.youtube.com/watch?v=mxfmxi-boyo
and keep in mind that everything you're seeing was rendered in real time by a single executable 177kb in size.
[3?] Also worth looking at: http://www.iquilezles.org/www/index.htm
If you know a Scheme implementation that does this (including supporting a LLVM back-end in addition to a regular, possibly JIT'ed interpreter), please do not hesitate to mention!
It's no big deal though. The Scheme -> Lua compiler is small (300 lines) the dialect is better suited for hash tables and the dynamic part is mostly a driver to generate/execute machine code at runtime.
At this point, a switch to Scheme would service purism more than pragmatism. Lua is already a good Scheme VM (has been strongly inspired by Scheme, in fact) so it'll do. At least I hope it will. ;-)
I'm also happy to see the tools open-sourced, which is sadly not common enough in the game development world.