The disclosure says nothing of the kind.
Devs say the -opposite- of that, and then describe the reasoning behind the disclosure.
These disclosures (and generative AI, which caused the need for them) are quite recent, but ML, procgen, and AI as a concept are old tech used all over, before GenAI.
Devs say the -opposite- of that, and then describe the reasoning behind the disclosure.
These disclosures (and generative AI, which caused the need for them) are quite recent, but ML, procgen, and AI as a concept are old tech used all over, before GenAI.
November 12, 2025 at 7:48 AM
The disclosure says nothing of the kind.
Devs say the -opposite- of that, and then describe the reasoning behind the disclosure.
These disclosures (and generative AI, which caused the need for them) are quite recent, but ML, procgen, and AI as a concept are old tech used all over, before GenAI.
Devs say the -opposite- of that, and then describe the reasoning behind the disclosure.
These disclosures (and generative AI, which caused the need for them) are quite recent, but ML, procgen, and AI as a concept are old tech used all over, before GenAI.
Hell yeah. That overlap between procgen and tools dev is my happy place.
(And we should all fucking refuse to cede it to [latest fad].)
(And we should all fucking refuse to cede it to [latest fad].)
November 12, 2025 at 4:54 AM
Hell yeah. That overlap between procgen and tools dev is my happy place.
(And we should all fucking refuse to cede it to [latest fad].)
(And we should all fucking refuse to cede it to [latest fad].)
youtu.be/jV-DZqdKlnE
this is the more recent version of the procgen talk at GDC, but there's other ones if you search "caves of qud procedural generation" on YouTube. insightful stuff, really intriguing process.
this is the more recent version of the procgen talk at GDC, but there's other ones if you search "caves of qud procedural generation" on YouTube. insightful stuff, really intriguing process.
End-to-End Procedural Generation in Caves of Qud
YouTube video by GDC Festival of Gaming
youtu.be
November 11, 2025 at 11:49 PM
youtu.be/jV-DZqdKlnE
this is the more recent version of the procgen talk at GDC, but there's other ones if you search "caves of qud procedural generation" on YouTube. insightful stuff, really intriguing process.
this is the more recent version of the procgen talk at GDC, but there's other ones if you search "caves of qud procedural generation" on YouTube. insightful stuff, really intriguing process.
I'm not a huge procgen fan b/c of how it's used but it might be kind of fun to try to design something like that. Then again when I had to come up with the maze-generation code for Zerberax it was such a multi-day obsession that when I was done I quite forgot what I wanted to do with the game... lol
November 11, 2025 at 10:01 PM
I'm not a huge procgen fan b/c of how it's used but it might be kind of fun to try to design something like that. Then again when I had to come up with the maze-generation code for Zerberax it was such a multi-day obsession that when I was done I quite forgot what I wanted to do with the game... lol
How are we defining roguelike here - just permadeath, defined runs, and procgen challenges?
November 11, 2025 at 7:50 PM
How are we defining roguelike here - just permadeath, defined runs, and procgen challenges?
Even the steam page is vague and implies it may use AI, or it may be using procgen (and possibly neither).
I'm waay more worried about the kernel level anti cheat. Fvck that. I don't want their spyware on my machine. 😅
I'm waay more worried about the kernel level anti cheat. Fvck that. I don't want their spyware on my machine. 😅
November 11, 2025 at 1:29 PM
Even the steam page is vague and implies it may use AI, or it may be using procgen (and possibly neither).
I'm waay more worried about the kernel level anti cheat. Fvck that. I don't want their spyware on my machine. 😅
I'm waay more worried about the kernel level anti cheat. Fvck that. I don't want their spyware on my machine. 😅
From what I've read, it doesn't actually use generative AI, they used procedural generation with TTS for cloning some of the voices (with consenting and paid actors).
(Procgen is the same thing every game with clouds, or a randomized dungeon has been using since the 90s.)
(Procgen is the same thing every game with clouds, or a randomized dungeon has been using since the 90s.)
November 11, 2025 at 11:56 AM
From what I've read, it doesn't actually use generative AI, they used procedural generation with TTS for cloning some of the voices (with consenting and paid actors).
(Procgen is the same thing every game with clouds, or a randomized dungeon has been using since the 90s.)
(Procgen is the same thing every game with clouds, or a randomized dungeon has been using since the 90s.)
Hoyoverse is teasing an open world MMO with a realistic fantasy and hints of procgen AI tools. This suggests an interesting new direction for the studio. It will be worth following. #GamingNews
November 11, 2025 at 11:00 AM
Hoyoverse is teasing an open world MMO with a realistic fantasy and hints of procgen AI tools. This suggests an interesting new direction for the studio. It will be worth following. #GamingNews
Procedurally generated marble runs! Wow! Just wow!
https://hackaday.com/2025/11/09/mesmerizing-marble-runs-from-procedural-generation/
#procgen
https://hackaday.com/2025/11/09/mesmerizing-marble-runs-from-procedural-generation/
#procgen
Mesmerizing Marble Runs from Procedural Generation
There are few things that can keep a certain kind of mechanically-inclined mind entranced as well as a marble run, and few structures that look as interestingly organic as procedurally-generated …read more
hackaday.com
November 11, 2025 at 8:24 AM
Procedurally generated marble runs! Wow! Just wow!
https://hackaday.com/2025/11/09/mesmerizing-marble-runs-from-procedural-generation/
#procgen
https://hackaday.com/2025/11/09/mesmerizing-marble-runs-from-procedural-generation/
#procgen
Female protagonists.
Your new indie pinball game? Female protagonist.
NFL2K25? Female protagonist.
ASCII art procgen game where the character is an @ symbol. Female. Protagonist!
I will not be taking questions at this time.
Your new indie pinball game? Female protagonist.
NFL2K25? Female protagonist.
ASCII art procgen game where the character is an @ symbol. Female. Protagonist!
I will not be taking questions at this time.
November 11, 2025 at 7:08 AM
Female protagonists.
Your new indie pinball game? Female protagonist.
NFL2K25? Female protagonist.
ASCII art procgen game where the character is an @ symbol. Female. Protagonist!
I will not be taking questions at this time.
Your new indie pinball game? Female protagonist.
NFL2K25? Female protagonist.
ASCII art procgen game where the character is an @ symbol. Female. Protagonist!
I will not be taking questions at this time.
chat i have a jam idea
i make high quality 3d models of planes
+ make a blender procgen plane generator
package them on my gumroad for a price
i make high quality 3d models of planes
+ make a blender procgen plane generator
package them on my gumroad for a price
November 11, 2025 at 4:15 AM
chat i have a jam idea
i make high quality 3d models of planes
+ make a blender procgen plane generator
package them on my gumroad for a price
i make high quality 3d models of planes
+ make a blender procgen plane generator
package them on my gumroad for a price
That's a good answer xDD Indeed, in order to avoid custom data I had to create a logic representation of the TileMapLayer, which involves a Grid and a Cell class. Which, on the other hand, makes it really easy to compute FoV, fog of war and A* and allow some procgen in the future...
November 10, 2025 at 9:57 PM
That's a good answer xDD Indeed, in order to avoid custom data I had to create a logic representation of the TileMapLayer, which involves a Grid and a Cell class. Which, on the other hand, makes it really easy to compute FoV, fog of war and A* and allow some procgen in the future...
Sometimes Game Design is about little epiphanies
youtu.be/y0Sg9sg4f7g
#gamedev #gamedesign #godot #procgen
youtu.be/y0Sg9sg4f7g
#gamedev #gamedesign #godot #procgen
Sometimes Game Design is about little epiphanies - Marcos' Mysterious Maze devlog #113
YouTube video by Puzzling Gamedev
youtu.be
November 10, 2025 at 9:48 PM
Sometimes Game Design is about little epiphanies
youtu.be/y0Sg9sg4f7g
#gamedev #gamedesign #godot #procgen
youtu.be/y0Sg9sg4f7g
#gamedev #gamedesign #godot #procgen
Working on adding in floating origin to my game, as the recent playtesting proved that floating point errors prove to be an issues pretty quickly :(((
(agressive floating origin for easier demo. 150m vs prob 2000 m for real)
#indiegame #gamedev #unity3d #floatingorigin #solodev #infinite #procgen
(agressive floating origin for easier demo. 150m vs prob 2000 m for real)
#indiegame #gamedev #unity3d #floatingorigin #solodev #infinite #procgen
November 10, 2025 at 7:17 PM
Working on adding in floating origin to my game, as the recent playtesting proved that floating point errors prove to be an issues pretty quickly :(((
(agressive floating origin for easier demo. 150m vs prob 2000 m for real)
#indiegame #gamedev #unity3d #floatingorigin #solodev #infinite #procgen
(agressive floating origin for easier demo. 150m vs prob 2000 m for real)
#indiegame #gamedev #unity3d #floatingorigin #solodev #infinite #procgen
but to answer your question; how do you design narrative thru-line structures in procgen systems that "feel" like authentic entities in your simulation- beyond dialog, how do they react to the world and its stimuli in reasonably 'realistic' ways (and then how to actually build those systems)
November 10, 2025 at 5:42 PM
but to answer your question; how do you design narrative thru-line structures in procgen systems that "feel" like authentic entities in your simulation- beyond dialog, how do they react to the world and its stimuli in reasonably 'realistic' ways (and then how to actually build those systems)
Hoyoverse teases an open world MMO with a realistic fantasy aesthetic and hints of procgen AI tools
Hoyoverse teases an open world MMO with a realistic fantasy aesthetic and hints of procgen AI tools
massivelyop.com
November 10, 2025 at 3:05 PM
Hoyoverse teases an open world MMO with a realistic fantasy aesthetic and hints of procgen AI tools
Thanks!
DCEL isn't the renderer, it's the memory layout for the geometry while it's being manipulated. It has lots of redundant data for easy traversal. (See wiki link in original post for details.) After you #ProcGen the shape you want, you convert it to standard vertex buffers for rendering.
DCEL isn't the renderer, it's the memory layout for the geometry while it's being manipulated. It has lots of redundant data for easy traversal. (See wiki link in original post for details.) After you #ProcGen the shape you want, you convert it to standard vertex buffers for rendering.
November 10, 2025 at 11:02 AM
Thanks!
DCEL isn't the renderer, it's the memory layout for the geometry while it's being manipulated. It has lots of redundant data for easy traversal. (See wiki link in original post for details.) After you #ProcGen the shape you want, you convert it to standard vertex buffers for rendering.
DCEL isn't the renderer, it's the memory layout for the geometry while it's being manipulated. It has lots of redundant data for easy traversal. (See wiki link in original post for details.) After you #ProcGen the shape you want, you convert it to standard vertex buffers for rendering.
It isn't. They use -no- generative AI. They use procgen, trained ML behaviors for enemies, and handmade voiceprints; none of those are generative or use an LLM. They don't say it on their storefront; they say they use AI, which is not the same thing.
November 10, 2025 at 1:25 AM
It isn't. They use -no- generative AI. They use procgen, trained ML behaviors for enemies, and handmade voiceprints; none of those are generative or use an LLM. They don't say it on their storefront; they say they use AI, which is not the same thing.
I made a DCEL for #ProcGen dungeons. I'm working on the "Just make it exist" part of the meme. I'll add the "dark and scary" later. E.g. I'll fix the door gap, add room variety, and flesh it out with real art, enemies, and dimly lit torches.
en.wikipedia.org/wiki/Doubly_...
#GameDev #IndieDev
en.wikipedia.org/wiki/Doubly_...
#GameDev #IndieDev
November 10, 2025 at 1:23 AM
I made a DCEL for #ProcGen dungeons. I'm working on the "Just make it exist" part of the meme. I'll add the "dark and scary" later. E.g. I'll fix the door gap, add room variety, and flesh it out with real art, enemies, and dimly lit torches.
en.wikipedia.org/wiki/Doubly_...
#GameDev #IndieDev
en.wikipedia.org/wiki/Doubly_...
#GameDev #IndieDev
All the wall art in Vuntra City is procedural, and I love it when the game generates something that actually looks good!
#gamedev #indiegame #procgen
#gamedev #indiegame #procgen
November 9, 2025 at 8:48 AM
All the wall art in Vuntra City is procedural, and I love it when the game generates something that actually looks good!
#gamedev #indiegame #procgen
#gamedev #indiegame #procgen
makes me think about caves of qud or other procgen games, i wonder if is or will be possible to have that kind of procgen depth
November 9, 2025 at 8:08 AM
makes me think about caves of qud or other procgen games, i wonder if is or will be possible to have that kind of procgen depth
I WILL NOT BUY YOUR GAME IF YOU MAKE IT 'INFINITELY REPLAYABLE' BY FUCKING BALLOONING YOUR BAREBONES STORY CAMPAIGN TO STUPID LENGTHS BY MAKING ME PLAY THE SAME 5 PROCGEN LEVELS FOR 80 HOURS
November 9, 2025 at 2:05 AM
I WILL NOT BUY YOUR GAME IF YOU MAKE IT 'INFINITELY REPLAYABLE' BY FUCKING BALLOONING YOUR BAREBONES STORY CAMPAIGN TO STUPID LENGTHS BY MAKING ME PLAY THE SAME 5 PROCGEN LEVELS FOR 80 HOURS
It's a weird one. Just like with the Finals, it seems like they've hired a bunch of VAs to do recordings, then used tech with those voices to create additional lines.
Supposedly it's standard machine learning rather than GenAI, and they use other procgen tools...but they're cagey on specifics.
Supposedly it's standard machine learning rather than GenAI, and they use other procgen tools...but they're cagey on specifics.
November 9, 2025 at 12:56 AM
It's a weird one. Just like with the Finals, it seems like they've hired a bunch of VAs to do recordings, then used tech with those voices to create additional lines.
Supposedly it's standard machine learning rather than GenAI, and they use other procgen tools...but they're cagey on specifics.
Supposedly it's standard machine learning rather than GenAI, and they use other procgen tools...but they're cagey on specifics.