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runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision
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I saw a tall tree the other day.

Just added splash effects to the procedural rivers. The game now also generates persistent rivers that flow throughout the world. I’m currently wandering around discovering them in action. #Wilderless #IndieGame #iPad NimianLegends.com

Isotropic Voronoi cells. I was trying to get a partition that feels a bit like how fields are laid out in the English countryside, it's not too far off.

Small blog post about Blender Voronoi noise, hash functions and OpenShadingLanguage. aras-p.info/blog/2025/06... #blender #osl

Experimenting with using procedural ivy for set dressing = fun! #madewithunity #gamedev #indiedev #空想家

This is a well-researched and comprehensive article about the NPC AI ("Radiant AI") in Oblivion and later Bethesda games. It tackles the confusion and myths around it very head-on.

Officially announcing my new game: GARBAGE COUNTRY. A lonely road trip through the ruins of a forgotten world. feat. vast wastelands, tower-defense battles, upgrades, mysteries, & lots of driving.

While in Japan on holiday, I’m seizing the chance to do important research on aerial perspective.

With over a hundred pages, my personal website is on the larger side. I started it all the way back in 1998, and I've lost track of all the ways it has looked and functioned over the years. I've done a bit of digital archaeology to rediscover its past: runevision.com/about/evolut... #webdesign

This thread is going places.

Check out @mattdevv.bsky.social's variation of Surface Stable Fractal Dithering, where the dots can have any shape using a signed distance field. Github repo here: github.com/mattdevv/SDF...