graybox rendering of a sky shader that has volumetric raymarched fog and etc etc rendering graphics
its hard to show here but i finally have a fog/cloud system that might make this whole thing work
graybox rendering of a sky shader that has volumetric raymarched fog and etc etc rendering graphics
its hard to show here but i finally have a fog/cloud system that might make this whole thing work
graybox rendering of a sky shader that has volumetric raymarched fog and etc etc rendering graphics
its hard to show here but i finally have a fog/cloud system that might make this whole thing work
64 sq mi of chunks to generate
64 sq mi of chunks
take one down, reserve your town
63 sq mi of chunks to generate
screenshot of a terminal spitting out a bunch of procedural generated seattle chunks
ironically i fixed the race condition before midnight so i guess that's a win
a list of my home-groan orchestration system for booting up the game server stuff outside of the otp app loop
zug zug. Spent some time tonight working on the overall iteration time on being able to wipe out all of my worldgen and start over with a new seed, with a new building layout, while still keeping the POI data and map data from geojson.
Working on visualizing the procgen via leaflet to render my district polygons and then fill them with districts which contain a grid of chunks that get procedurally mixed based on a bunch of rulesets. The colored lines are the road networks, based on real OSM and GIS data!
Working on visualizing the procgen via leaflet to render my district polygons and then fill them with districts which contain a grid of chunks that get procedurally mixed based on a bunch of rulesets. The colored lines are the road networks, based on real OSM and GIS data!
oo! We should share notes on how webtransport is working out for you. phx channels are great, but leave some to be desired.
Most everything is Phoenix framework, some Ecto, and that's really it. nothing super fancy. There's some affordances for like, Horde (clustering) and stuff like that. I also got vite working with phoenix, which was non-trivial.
Working on world generation and client rendering today as a way to avoid replaying the video over and over and over and etc you get it, AMA about shadowrun, seattle in 2050, elixir, typescript, three.js or whatever, and i'll do my best.
This was my bad! i pushed a change last night and forgot to reboot services. Things are back online! Join the discord if you'd like! I'd love to have ya
multiplayer test up and running at shadows.gamedev.company if you want to test out multiplayer features with me. I'm in downtown.
#devlog #screenshotsaturday #indiedev #solodev #shadowrun
A screenshot depicting a dashboard of various tools for an mmorpg
Shadows 0.18.0 released! lots of goodies for meeeee, sneak peak at some of the tooling
Hey chummers, we had to wipe the prod user account data due to some breakage + adding some additional security around vaulting / encrypting all user data with a non-reversable salted hash. Sorry but also not.
0.1.6 release today! get hype #shadowrun #mmorpg #solodev #elixir #threejs
character creator almost finished. Need to swap out the placeholder out and make sure i18n and stuff. Who wants some screenshots?
As always, unstable builds now at shadowrun.fly.dev/game/ if you would like to go reserve your account. Settled on 2E rules for now. #gamedev #cyberpunk #webgame
The point here with all this; directors (dragons) produce -pressure- on the simulation, pushing it in a particular direction, looking for entropy in the sim and "throwing a molotov" in some cases. Others, you may be working for a johnson owned by a dragon and never know it. Until its too late.
βA ghost in the Matrix.β
Otaku appear. Deckers investigate. Corps deny everything.
Reality gets thin.
βPower failures in Downtown.β
Transport slows. Wageslaves panic. Lone Star deploys drones.
PCs smell opportunity.
This manifests as these gradients of narrative storytelling:
βAztechnology is hunting a traitor.β
Gangers lie low. Fixers demand hazard pay. Deckers go sniffing the LTGs.
Corps raise Matrix security levels.
Every agent consumes information.
Each agent makes decisions based on their personality (a kind of bitpacked genome) which inflates to over a thousand different traits that influence how it interprets information across the simulation. this means needs (money, safety, cred, drugs, purposeβ¦)
The Sprawl isnβt driven by scripts.
Itβs driven by information gradients.
These gradients are built from packets driven by dragons via rumors, news reports, intercepted comms, fixersβ whispers, ganger graffiti, corporate memos, Matrix anomalies, decker logs, astral sightings, street rumors, etc
βWhy are the Yakuza suddenly pushing into Redmond?β
βWhy did this runner get ambushed?β
βWhy did the LTG grid spike with anomalies?β
These are "information packets" -- created by dragons (directors). Information packets donβt force world changes β they seed them.
It represents things in the simulation. things like e.g; economic pressures, faction movements, crime clusters, player actions, NPC motivations & rumors, stresses in the RTG/LTG/Matrix layers, unmet needs
and this thing i'm coining: βnarrative gradientsβ (more later)
A dragon's currency is information. In fact, because this is an immersive sim, and because information is the core currency of that simulation, /verified/ information is priceless. How does information get verified? That's where the rationalization step comes in, but first, that information?
The Director is the shape of a particular actor in our simulation. Think of Dunkelzahn or Lofywr; power players of the sixth world unlike anything we've ever seen. They know everything about the sixth world, because they must.
What does a dragon do?
The Director in Shadows plays an analogous role:
It does not dictate the simulation. It _interprets it_, frames it, nudges it, and ensures the worldβs emergent behavior feels intentional, coherent, and narratively charged. How? Well, with shadowrun, never deal with a dragon....
A huge shoutout to @unormal.bsky.social and @jfg.land for the inspiration for this idea, and for helping it all come to life. <3
In Caves of Qud, procgen doesn't create the world, it justifies it through history.
Events are emergent, but the game backfills meaning so the world feels authored.