Procedurally generating pixel art for my game -

Procedurally generating pixel art for my game

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In this video, bald man learns how to enslave the GPU and do cool things.

➤ Music in this vid
Brunch – Jobii
Close the curtains – Guustavv
Ameno (planet 6 remix)
Valhalla – Ocean Jams
Ten days – Dylan Sitts
Memory Foam – Guustavv
Dragon King – Jo Wandrini
Duel of the Fates (epic version) – Samuel Kim
Too Tired – Smartface
Dissipate – Gavin Luke

#randy #randall


  1. As someone who is also a making a game from the ground up (C#/WPF), this is quite entertaining. And yeah, voronoi is SUPPER useful in a lot of things.

  2. Fucking love these videos and am looking forward to this game my guy

  3. Нихуя не понял, но очень интересно.

  4. Randy, where you been mate?
    It been a whole month.

  5. what the hell happened to Randy?
    He now looks like a cop who just got dismissed for shooting a teenager holding a toy knife.

  6. How can you use StarWars soundtrack in your videos? I want that too!

  7. I am assuming he reworked the entire game, seeing that it is in fact May 20th now.

    Not that I can talk it takes me ages to get shit done I'm dumb

  8. man when i lack motivation to work on some code, your vids deadass motivate me to get back to it lmao

  9. these gamedev logs go in reverse, from good game to starting from scratch

  10. Check L-systems for procedurally generating trees and bushes. In addition if you want more math check flocking boids, which you can use to simulate birds, fishes etc.

  11. I love how his game used to be called "Arcane" and then LoL released a movie called "Arcane". Then he changes the name to "Arcana" and LoL releases "Arcana" Skins.

  12. I'm gonna make a wild guess that the game wasn't finished in April

  13. So entertaining and gripping, sitting on the edge of my seat and laughing my ass off

  14. Randy, to fix the ground check if there is a rock under the line and if not add a point under the line 😉

  15. Very unusual to see you make progress. Still entertaining than ever.

  16. Skulduggery Pleasant books on the shelf, nice!

  17. wow… ever try just just duplicating the line segment of the hill and moving it down, connecting the points on top curve to lower counterpart then simply interpolating the pixel x,y of texture with quads made from above process

  18. I am rendering programmer and the number of conditions in that shader gave me cancer.

  19. Randy: Rewrites the engine multiple times…
    Also Randy: Pays a monthly subscription to Trello for an overly complicated online app specifically designed for teams… just to use the Kanban Board.
    Seriously though, your shader is really cool – especially considering it was your first jump in. NGL, hope you jack the water shader from Kingdom for a biome.

  20. I honestly had no idea that'd all be possible! You shoved some learning in my dome homie <3

  21. This shader hurts me. The performance is way more than you'd need for a comparable shader…

  22. Why does he sound like so how he also has a Brooklyn accent.

  23. Randy out here giving game devs confidence by making his progress at his game backwards… Be like Randy

  24. "It uses 9 if-statements"
    Yandere Dev: "Rookie numbers!" as he codes his entire game using if statements.

  25. y = mx + c
    You dare speak that which shall not be spoken?

  26. This been months ago but I just hope when we get to the betatesting phase of the game that this will not cause memory bleeding when the procedural reaches the ugly numbers that make it to loop indifinitively.

  27. In case you abandoned this part for the time being. I think you can fix the floating pixel issue as well as the weird sharp shapes that appear on the edges by instead of deleting the outline above a threshold, sampling the color of the closest "rock" and giving it to the outline. That way the pixel art edge will always have enough space to look consistent. You could also, after finding a way to separate the outline pixels from the rock pixels, use a gradient to gradually change the color of the outline instead of having it be cut of at the threshold.

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