Pardon the dust…

Dust for neglect, or construction, or speed?  It’s been a busy time – 2017 had me receive my doctorate, as well as help release Walden, a game.  We’re busy porting Walden to a few other platforms, and currently I’m updating and re-organizing this site along with posting some of my work, new and old, to my tumblr page. Along with the …

tfurmanski@gmail.comPardon the dust…

Game Jam Kit – Useful Links

I’m helping out with the Getty Game Jam, and I figure I’d post links to some sites I’ve found handy in the past, especially if I’m short on time. My particular weak point is audio, especially music, but having any audio usually a million times better than no audio at all.  Fonts can also go a long way to making …

tfurmanski@gmail.comGame Jam Kit – Useful Links

Procedural Game Jam 2014 – Concluding notes for Forska

I said I’d write up a few notes about how I went about building Forska.  Here is some information on various aspects of the project: Terrain Generation Currently the project just uses Worley (i.e. Voronoi) noise to generate the mountains – I found a good implementation here that I got working in Unity with minimal tweaking.  As a single function …

tfurmanski@gmail.comProcedural Game Jam 2014 – Concluding notes for Forska

Procedural Game Jam 2014 – Part 10, VR addendum

This isn’t really for the jam itself, but is one of the “next phase” branches I have for my research.  I’m very interested in immersive spaces that aren’t photoreal, nor trying to be.  I finally got my Oculus DK2 working well enough to try Forska, in real time, in a virtual reality setting: A huge warning – there is a …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 10, VR addendum

Procedural Game Jam 2014 – Part 9, Web and Real Time Experiments

I added a web-friendly version. It doesn’t look quite as nice, and using the portals between worlds is a bit slower, but it runs pretty well. You can get away with a lot when you only have to worry about the user looking at one image at a time, and when interactions are every 1-1/2 second instead of 1/30th-1/60th of …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 9, Web and Real Time Experiments

Procedural Game Jam 2014 – Part 8 – Uploaded!

Posted! You can download (Mac or PC) here: http://tfurmanskigmailcom.itch.io/forska I added in weather and spotlights on points of interest. This actually makes night a better time to look for things, but I find that kind of balances the open exploration during daytime. I might actually take a stab at making a web player version – the game it pretty heavy …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 8 – Uploaded!

Procedural Game Jam 2014 – Part 7

As the above image suggests, you can go to different worlds.  Currently it’s a different terrain and textures, from ice to desert to forest, but it’s easily expandable.  With a bit of work I could make the textures themselves procedural.  I’ll probably go for weather first, trying to make each space have its own take on fog, clouds, and water …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 7

Procedural Game Jam 2014 – Part 6

I took back the sky!  That is to say, I removed the static skybox and placed a series of concentric spheres in the world.  I also gave the spheres shaders that would let me adjust their color and transparency. I’m not sure I’ll have time during the Game Jam to fully implement proper day/night cycles – my current priority is …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 6

Procedural Game Jam 2014 – Part 5

My code’s getting pretty messy.  I found a good source for Worley noise (aka “Voronoise”) to throw into the terrain generation mix of “spices”. I also consolidated a lot of the functions into a single “Generate World” button – the idea is that eventually I won’t even have to press it, the computer will know when to do it on …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 5

Procedural Game Jam 2014 – Part 4

A lot of time lost in the noise – Perlin noise, generally.  A large part of the day was also figuring out that some functions I use swap the X and Z coordinates while processing heightmaps…don’t ask me how long that took me to figure out. Although in retrospect I did get the beginnings of a few new features in: …

tfurmanski@gmail.comProcedural Game Jam 2014 – Part 4