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Rune Skovbo Johansen

runevision@mastodon.gamedev.place

<p>Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.</p>

Posts

  • Post #4338842

    I wondered how far down the horizon is in our field of view, and did the math. At two meters above sea level, the horizon is 5km away and 0.05 degrees below horizontal in your field of view. At 100 meters up it&#39;s 36km away and 0.3 degrees down. At 1km up it&#39;s 113km away and a full degree down. For reference, the Moon (diameter) is about half a degree in the sky. https://www.desmos.com/calculator/0l0mtwy0cb

  • Post #4214876

    New video: Supercharging my procedural mountain forest Two years of landscape progress in one devlog! https://www.youtube.com/watch?v=ACjlgxRp69c #GameDev #IndieDev #ProcGen

  • Post #3315324

    In video game development, we&#39;re used to sound coming from single positions in space, but how do we handle sound coming from an irregular shape? In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I&#39;m using for water streams and foliage: https://blog.runevision.com/2026/06/point-cloud-sound-for-irregular-shaped.html #GameDev

  • Post #3169278

    I tried adding a discard to the terrain shader based on distance to the camera, to achieve a clipping sphere around the camera instead of a clipping plane. The point being to avoid the mountain silhouettes wobbling when merely rotating the camera. It works fine in the editor in Play Mode, but fails making a build, with an error of &amp;quot;internal error: argument pulled into unrelated predicate&amp;quot; No idea what to make of that.

  • Post #2406473

    Mountain flight through my mountain forest terrain at a few different altitudes. This one has the improved erosion on the cliff sides, and tweaked camera flight behavior. #ProcGen #GameDev

  • Post #2157902

    As one might expect from a Unity game, some of my hiccups in framerate are caused by garbage collection. I&#39;ve recently removed some allocations caused by delegate closures - an issue I was previously unaware of. However, a bigger problem is that the Parallel.ForEach functionality in .Net I&#39;m using for multithreading seems to allocate too. I don&#39;t have the expertise to write my own replacement, haven&#39;t seen existing ones, and can&#39;t use Unity&#39;s job system, so I might not b...

  • Post #1862362

    I&amp;#39;ve been refining how I apply erosion to my terrain, managing to amp up the strength and detail without some unwanted artifacts I got before. I also colorize the cliff color based on erosion more aggressively, which adds a lot to the overall impression too. #ProcGen #GameDev

  • Post #1765579

    New dithering method dropped I call it Surface-Stable Fractal Dithering and I&amp;#39;ve released it as open source along with this explainer video of how it works. Explainer video: https://www.youtube.com/watch?v=HPqGaIMVuLs Source repository: https://github.com/runevision/Dither3D #gamedev #vfx

  • Post #1640920

    Mountain flight at 80m/s (290 km/h) I got shared CPU/GPU code working for the terrain generation, so early layers can spot sample heights for POI and path generation on CPU, while the later landscape layer can calculate heights on GPU at different LODs. Some hitches in the frame rate caused by physics and unidentified other issues (like probably garbage collection), but the generation itself can easily keep up. #procgen

  • Post #1425028

    For my game&amp;#39;s terrain, I&amp;#39;ve long mulled over how to combine the epicness of grand mountains with the &amp;quot;what&amp;#39;s around the corner?&amp;quot; intrigue of smaller cliffs and hills. On top of that, how to meaningfully integrate my erosion technique into it. After a lot of fiddling over the past two days, I think I may be onto something. #GameDev #ProcGen

  • Post #1020955

    Oh look, 80.lv has an article about erosion :) https://80.lv/articles/fast-terrain-erosion-filter-that-emulates-erosion-without-simulation

  • Post #1020954

    I&amp;#39;m in that situation again where the colors in my game seem wrong to me. Grass is too neon/lime green. The most natural environments I&amp;#39;ve seen are in Kingdom Come Deliverance II, so looking at videos of that. But, tweaking colors of environments is so hard. How the grass looks is not just about its own color, but equally much about the relative colors of trees, the sky, aperture and tonemapping. I&amp;#39;m beginning to think that grass color variance is also vital to not make...

  • Post #883046

    My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it&amp;#39;s fast, GPU friendly, and trivial to generate in chunks. Explainer video: https://www.youtube.com/watch?v=r4V21_uUK8Y Companion blog post: https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html #ProcGen #vfx #GameDev

  • Post #737137

    Karel Crombecq, lead programmer and technical director for Dungeon Alchemist, open sourced the Straight Skeleton algorithm they use to generate roofs. It&amp;#39;s a complex algorithm that took a long time to get right, tested for robustness on their large user-base, and now generously shared with the world. It&amp;#39;s implemented in C# for Unity, and licensed under the MIT license: https://github.com/Briganti-Games/Straight-Skeleton-Generator #ProcGen

  • Post #729067

    ‪Archipelago #ProcGen

  • Post #713554

    ‪Archipelago #ProcGen