Can anyone help me find this old procedural text experiment? A story about a pet hermit crab.
Based on my interests and the rudimentary nature, I think this is something I came across in the '00s, but it could be older than that.
This is one thing, but it is clearer to describe it as two things: a short story, and a piece of software that the story was integrated into. I do not remember if the story was written specifically for the generator, or if the generator was designed to remix the story.
# The Story
The story was a non-linear short story told through a series of lines. each of which was a vignette. Each line could stand on its own. The story was about two roommates, and it gradually becomes apparent as you read it that one of the roommates is a hermit crab.
A typical line would be something like "X was happy to see that Y seemed more comfortable in his new home."
X and Y are placeholders, I do not remember what the actual names were. I do think that the name of the story was simply "X and Y", whatever the two names were.
# The presentation
The story was integrated into a piece of software took a series of sentences or lines and returned a subset of them. Every time you ran it, it would give you a collection of sentences extracted from the whole, which gave you a kind of peephole view of the corpus.
I do remember that I was able to look at the source code and see the whole text all at once. Given my interests at the time, it may have been written in a very obscure programming language, but the most likely are Inform 6, BASIC, or Javascript.
The randomized presentation of the story makes it much less obvious that one roommate is a hermit crab. This gave a pretty cool experience of seeing the reality of the situation unfold gradually as you re-run the program, and you see sentences change meaning slightly as you gain more context.
I have searched for various strings like "experimental short story about a hermit crab", with no success.
https://redd.it/14ywm4c
@proceduralgeneration
Based on my interests and the rudimentary nature, I think this is something I came across in the '00s, but it could be older than that.
This is one thing, but it is clearer to describe it as two things: a short story, and a piece of software that the story was integrated into. I do not remember if the story was written specifically for the generator, or if the generator was designed to remix the story.
# The Story
The story was a non-linear short story told through a series of lines. each of which was a vignette. Each line could stand on its own. The story was about two roommates, and it gradually becomes apparent as you read it that one of the roommates is a hermit crab.
A typical line would be something like "X was happy to see that Y seemed more comfortable in his new home."
X and Y are placeholders, I do not remember what the actual names were. I do think that the name of the story was simply "X and Y", whatever the two names were.
# The presentation
The story was integrated into a piece of software took a series of sentences or lines and returned a subset of them. Every time you ran it, it would give you a collection of sentences extracted from the whole, which gave you a kind of peephole view of the corpus.
I do remember that I was able to look at the source code and see the whole text all at once. Given my interests at the time, it may have been written in a very obscure programming language, but the most likely are Inform 6, BASIC, or Javascript.
The randomized presentation of the story makes it much less obvious that one roommate is a hermit crab. This gave a pretty cool experience of seeing the reality of the situation unfold gradually as you re-run the program, and you see sentences change meaning slightly as you gain more context.
I have searched for various strings like "experimental short story about a hermit crab", with no success.
https://redd.it/14ywm4c
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
Help with Perturbing Noise
I'm trying to create a procedurally generated terrain and I found this article that has the results that I want! However, I wasn't able to understand how he perturbed the base noise so I did some research and I found this but it didn't give the same terrain and this is the closest I could get to it.
I don't know if the problem is because of the implementation of the Turbulence function itself!
any help is appreciated!
My Terrain
https://redd.it/14zkc1h
@proceduralgeneration
I'm trying to create a procedurally generated terrain and I found this article that has the results that I want! However, I wasn't able to understand how he perturbed the base noise so I did some research and I found this but it didn't give the same terrain and this is the closest I could get to it.
I don't know if the problem is because of the implementation of the Turbulence function itself!
any help is appreciated!
My Terrain
https://redd.it/14zkc1h
@proceduralgeneration
Tumblr
Height Map Generation
In this post, I’ll give a broad overview on the height map generation process used so far in Simurillion. The approach is based on the resources I’ve listed in the last blog post, so you might want t…
procedural generated soundtrack (not by an AI)
https://www.youtube.com/watch?v=WTSCZkDMNpU
https://redd.it/150dmx7
@proceduralgeneration
https://www.youtube.com/watch?v=WTSCZkDMNpU
https://redd.it/150dmx7
@proceduralgeneration
YouTube
Feasting is life (procedural generated track, no copyright, free to use)
In ravenous shadows, desires dance, bound by insatiable hunger. Gastronomic lust entwined with moral decay, a feast of souls indulged. The void within devours, whispers of cravings unnamed, consuming virtue with every morsel. Satiety remains elusive, lost…
Concept Art Make In Houdini | Houdini 19.5
https://youtu.be/dQnGYuVmQtU
https://redd.it/150ed54
@proceduralgeneration
https://youtu.be/dQnGYuVmQtU
https://redd.it/150ed54
@proceduralgeneration
YouTube
Concept Art Make In Houdini | Houdini 19.5
Hello Friends, In This Video I talk about the process of making the concept art, how to make it and collect the sources, and all other things.
Thanks for watching. Hope you like the video.
Concept Art submits on this email - fxcreative2@gmail.com
#conceptart…
Thanks for watching. Hope you like the video.
Concept Art submits on this email - fxcreative2@gmail.com
#conceptart…
Need help with understanding the math of Noise texture
I'm watching this video explaining the math of Blender's Noise texture.
I have a few questions related to that video, please help me. Thank you.
Question 1:
At 1:41, he says:
>The detail parameter controls how many of these noises are generated and overlaid.
What is the math of the overlaying process? Performing lerp (Linear Interpolation) of the existing layers? Is there any other formula for overlay?
\--------
Question 2:
At 1:50, he says:
>Each layer has a scale parameter that is twice of the previous layer
Is it specifically implemented that way or is it because the detail parameter in the video was set to 2 therefore the scale of each upper layer also is 2 times the scale of the lower layer?
\--------
Question 3:
At 1:58, he says:
>When gradually increasing the detail, between integer values, the next level of detail gets gradually stronger, from no influence to its full influence when reaching the next integer value.
What does stronger and influence mean in this context? More impact on the look of the Noise texture?
In order for a layer to take part in changing the look of the Noise texture, that layer must have amplitude > 0, then "influence" here means amplitude, right?
\--------
Question 4:
At 2:34, he says:
>Setting this (Roughness parameter) higher gives more and more influence to the smaller noise levels, until reaching one, where all levels have the same influence.
All layers having the same influence means having the same amplitude, doesn’t it?
But when I screenshotted his visualization and analyzed it, the top layer clearly has the largest amplitude and progressively decreases at lower layers, they don’t have the same amplitude at all.
\--------
https://redd.it/150ucpw
@proceduralgeneration
I'm watching this video explaining the math of Blender's Noise texture.
I have a few questions related to that video, please help me. Thank you.
Question 1:
At 1:41, he says:
>The detail parameter controls how many of these noises are generated and overlaid.
What is the math of the overlaying process? Performing lerp (Linear Interpolation) of the existing layers? Is there any other formula for overlay?
\--------
Question 2:
At 1:50, he says:
>Each layer has a scale parameter that is twice of the previous layer
Is it specifically implemented that way or is it because the detail parameter in the video was set to 2 therefore the scale of each upper layer also is 2 times the scale of the lower layer?
\--------
Question 3:
At 1:58, he says:
>When gradually increasing the detail, between integer values, the next level of detail gets gradually stronger, from no influence to its full influence when reaching the next integer value.
What does stronger and influence mean in this context? More impact on the look of the Noise texture?
In order for a layer to take part in changing the look of the Noise texture, that layer must have amplitude > 0, then "influence" here means amplitude, right?
\--------
Question 4:
At 2:34, he says:
>Setting this (Roughness parameter) higher gives more and more influence to the smaller noise levels, until reaching one, where all levels have the same influence.
All layers having the same influence means having the same amplitude, doesn’t it?
But when I screenshotted his visualization and analyzed it, the top layer clearly has the largest amplitude and progressively decreases at lower layers, they don’t have the same amplitude at all.
\--------
https://redd.it/150ucpw
@proceduralgeneration
YouTube
Understanding the Noise Node in Blender
https://blendermarket.com/products/procedural-texturing-blender
Learn how the Noise Node actually works in Blender and build your understanding of each parameter. The tutorial by Luca Rood.
https://creativeshrimp.gumroad.com/l/Procedural-Texturing-Blender…
Learn how the Noise Node actually works in Blender and build your understanding of each parameter. The tutorial by Luca Rood.
https://creativeshrimp.gumroad.com/l/Procedural-Texturing-Blender…
perlin noise procedural terrain - instancing optimizations
https://youtu.be/0xvrId00G44
https://redd.it/1512o4v
@proceduralgeneration
https://youtu.be/0xvrId00G44
https://redd.it/1512o4v
@proceduralgeneration
YouTube
OpenGL | C++ | Procedural terrain - performance improvements
after some code cleaning, optimizations and additional performance improvements, my renderer is finally able to render scenes like this with good framerate (60+FPS), although there is still a big margin for additional possible optimizations.
models from…
models from…
This media is not supported in your browser
VIEW IN TELEGRAM
Generative scribble drawings: image to stylized vector graphic
https://redd.it/1517sno
@proceduralgeneration
https://redd.it/1517sno
@proceduralgeneration