Open World Gamedev 2023/002
Hi and welcome to the second issue of this newsletter! Today's date is 2023-03-01.
Just so you know, yes, I read through or watch (or listen) to all of the resources! π (Eventually... with varying degrees of attention-payingness...). While I may not agree 100% with all of them I think they have something interesting to say directly or tangentially related to open world game development. It is a quite personal list in the sense that is resources that I come across and like. That said I happily take suggestions, especially to lesser known categories, resources, or content creators!
Sidenote: This issue has a bit of an accidental grass theme. But who doesn't like some nice grass? π
Sidenote 2: Our Discord (opens in a new tab) is small but cozy, and we have almost daily chats about various open worldy things. The day after this issue is posted, we will have an event where we'll hang out in the voice channel and talk about whatever open worldy things (that's our specialty as you can tell) that come to mind. π
πΊ Videos
- [AI] Game AI Basics (opens in a new tab) by Bobby Anguelov.
- [Art] How to Draw Maps If You CAN'T DRAW!! (opens in a new tab) by Map Crow. β¨
- [Game Design] Writing Modular Characters for System-Driven Games (opens in a new tab) by Tanya X. Short.
- [Interview] The Inside Story of how Hyper Light Breaker Became an Open World Roguelike (opens in a new tab) by Noclip. β¨
- [Procedural Generation] GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn (opens in a new tab) by Jaap van Muijden.
- [Procedural Generation] Star Citizen Live: Making Mountains (opens in a new tab) by Patrick Gladys.
- [Rendering] How Do Games Render So Much Grass? (opens in a new tab) by Acerola.
- [Rendering] Six Grass Rendering Techniques in Unity (opens in a new tab) by Daniel Ilett. β¨
- [Rendering] Procedural Grass in 'Ghost of Tsushima' (opens in a new tab) by Eric Wohllaib.
- [Worldbuilding] Raw Milk (opens in a new tab) by Steven Novella. β¨
- [Worldbuilding] The Refugium: An Overview (opens in a new tab) by Biblaridion.
- [Worldbuilding] Three Why Worldbuilding (opens in a new tab) by Justin Alexander. β¨
π Articles
- [Art] Introduction to Art Direction for Games (opens in a new tab) by Shahriar Shahrabi. β¨
- [Game Design] Node-Based Scenario Design (opens in a new tab) by Justin Alexander.
- [Game Design] Simulated Immersion, Part 1: Legacy (opens in a new tab) by Martin Annander. β¨
- [Math] Demystifying Floating Point Precision (opens in a new tab) by Alan Wolfe.
- [Math] Hash Collision Probabilities (opens in a new tab) by Jeff Preshing.
- [Procedural Generation] Here Dragons Abound (opens in a new tab) by Scott Turner.
- [Procedural Generation] Procedural Prefab Generation (opens in a new tab) by Babis Koniaris. β¨
- [Procedural Generation] The Perlin Problem: Moving Past Square Noise (opens in a new tab) by KdotJPG.
- [Rendering] The Nebraska Problem (opens in a new tab) by Casey Muratori.
- [Rendering] Virtual Shadow Maps in Fortnite Battle Royale Chapter 4 (opens in a new tab) by Andrew Lauritzen. β¨
π¦ Assets, Code & Tools
- [Grids] Sylves (opens in a new tab) by Boris the Brave. β¨
- [Music] The Long Dark (opens in a new tab) by Scott Buckley. β¨
- [Procedural Generation] Fantasy Map Generator (opens in a new tab) by Azgaar. β¨
- [Procedural Generation] Village Generator (opens in a new tab) by watabou.
π Books!
- [Procedural Generation] Adventurer's Almanac (opens in a new tab). Mini-review: Lovely imaginative ideas and tables for events throughout the year.
- [Content] A Folklore Bestiary (opens in a new tab). Mini-review: Unique monsters inspired by Earth-based folklore, nicely described and mechanized.
Sidenote: I made a video review of this week's books! Also the last week's! And here's me from the future, having learnt how to do video embeds!
π Cool Nuggets β¨
- Coastal area generator (opens in a new tab)
- Hex tiles texturing trick (opens in a new tab)
- Immersive sims musings (opens in a new tab)
- Island generation (opens in a new tab)
- Need a village? (opens in a new tab)
- Playable Immediate Mode Lodded Terrain (opens in a new tab) (By yours truly)
- Swimming animals (opens in a new tab)
- World map shader (opens in a new tab)
Sidenote: Tbh it's hard to pick just one cool thing from Robert's Wilderless feed!
π Bonus Stuff
- [Animation] Dead Blending (opens in a new tab) by Daniel Holden. β¨
- [Conference] Everything Procedural (opens in a new tab). β¨
- [Math] My favourite animation trick: exponential smoothing (opens in a new tab) by Nikita Lisitsa. β¨
- [Programming] Learning Jai via Advent of Code (opens in a new tab) by Forrest Smith. β¨
πΉ Open World Game News
- 60 Years in Space (opens in a new tab): Early Access release. Follow Andrew Doull here (opens in a new tab). β¨
- Ardenfall (opens in a new tab): Updated demo! Follow Joshua Steinhauer here (opens in a new tab). β¨
- Geneforge 2 (opens in a new tab). Kickstarter.
- Pax Pei (opens in a new tab): Reveal trailer. β¨
- Tides of Revival (opens in a new tab): New name, new team, new terrain, new newsletter. (Yes, this is my project! π) β¨
- Wildlander (opens in a new tab): Revamped wiki, and new roadmap. Follow Dylan Perry here (opens in a new tab). β¨
Sidenote: Hmmm no other major open world games released this month, right...? π