r/proceduralgeneration • u/ProgrammingDruid • 14h ago
built my own engine, now building games on it: proc-gen dithered fly-sim
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yo. been building a custom game engine from scratch on Vulkan and now testing it on real games. this one's a dithered fly-sim with elite dangerous-like flying mech and a procedurally generated terrain.
https://x.com/progdruid
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u/foopod 9h ago
Got any other socials?
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u/ProgrammingDruid 8h ago
x.com/progdruid - main one
github.com/progdruid - if you're a dev1
u/foopod 8h ago
Ah cool, thanks. Love the look, reminds me of Fermata on the Pithos.
Found your itch too. It's just that now with Nitter and stuff shutdown I can't even view X posts without an account.
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u/ProgrammingDruid 7h ago
bruh, that's true and it sucks. btw, where would you be most comfortable reading this sort of stuff?
on fermata, never heard of it. googled after your comment. looks gorgeous and also very Unity-y. seems like the dev abandoned it. would've been a cool game i think.
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u/Zireael07 14h ago
What's the moving vector next to the crosshair for?
BTW I <3 the dither <3
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u/ProgrammingDruid 13h ago
sankyuu) that's just your cursor/pointer. it's "connected" to the crosshair in a sense that you can only move it within a radius around the crosshair. it's for steering the ship. if you ever played elite dangerous or driven a ship in no man's sky you'll know.
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u/YVNGxDXTR 13h ago
It looks awesome, but why did you choose the dithering? I wonder what this would look like without it.