procedural generation
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Can a Johnson solid be optimised into a nearly fair d26? Looking for simulation help

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I'm investigating whether the \\*\\*elongated square gyrobicupola (Johnson solid J37)\\*\\* can be modified into a reasonably fair 26-sided die.

I've already spent quite a while looking at the numbering problem. The 26 faces fall into symmetry classes, and I've produced a numbering that equalises the average value of each class and balances the numbers as well as I can. I think the numbering is now "good enough" that the remaining bias will be dominated by the geometry rather than the numbering.

The question I'm interested in is purely geometric.

Imagine starting with a cube of side length \\*\\*1\\*\\* and constructing the shape by making a sequence of cuts.

The parameters would be something like:

\\* depth of the edge cuts,

\\* depth of the vertex cuts,

\\* angle of the vertex cuts,

\\* and possibly (if necessary) allowing the upper and lower vertex cuts to use different angles, giving a total of up to \\*\\*five variables\\*\\*.

The goal is to find whether there is a region in this parameter space that minimises bias and produces the fairest possible d26.

I'm \\*\\*not\\*\\* expecting a perfectly fair die—I'd just like to know whether an optimum exists, and roughly what those dimensions would be.

Ideally I'd like have a helpful person run a large number of rigid-body simulations (Blender, Bullet, MuJoCo, PhysX, Unity, custom code—whatever is appropriate), varying the parameters across the search space and recording the landing frequencies for each face.

Questions:

\\* Has anyone attempted something similar?

\\* If you have experience with rigid-body simulation or procedural geometry, would you be interested in helping investigate it?

https://redd.it/1upapyh
@proceduralgeneration
This is one of the dungeons in Core Keeper. How do I implement procedural generation for a dungeon like this?

https://preview.redd.it/q65wiphx7rbh1.png?width=435&format=png&auto=webp&s=ad3b92ef87673698d690c10117470cd9c2dbc251

As you can see in the screenshot, there's a boss room right in the center, surrounded by pre-made rooms that are placed throughout the map, along with some treasure rooms hidden in between.

How can I design a procedural generation algorithm to achieve this kind of layout? Any advice or specific algorithms you'd recommend?

https://redd.it/1upn4sk
@proceduralgeneration