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3Z Incursion (Redux)
3Z Incursion was released on the Google Play store in the first quarter of 2017. You can read a little about that release here. It was a first foray into virtual reality gaming that stemmed from a research project. It was simple, but it…
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Voxels 101
I am always a little surprised when I look at the search engine metrics for the Proverbs website. Usually, I find that something has been broken with an update or another, which I really shouldn’t be surprised about. However, I recently discovered that the…
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2020: The Year of Critical Hits
I know, the title is a corny D&D joke that has been overdone, but I just couldn’t help myself. I apologize and I will make it up by providing an update on what has been going on at Proverbs for 2020 as well as…
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We Have A Logo / Icon
I know it is not much of an update in game generation progress for Omega Connection, but I thought I would post the logos / icons that have been created for the game. I’m pretty fond of the black and white icons myself to…
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A High Level Guide to Poly-Voxel Procedural Generation
Anyone who has delved into procedural generation, or procgen, for land creation knows there are a variety of methods and algorithms out there to accomplish the task. Each of these algorithms have their own strengths and weaknesses, which may or may not be acceptable…
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Omega Connection: Just Like Pong But With Wombats
As a video game developer, you inevitably must tell people about the game(s) you are creating. Usually, it starts with friends and family, followed by coworkers (if you have a day job), and eventually you must explain to your stakeholders: investors, artists, musicians, voice actors, media and…
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Why You Should Care About ProcGen
Procedural generation, or procgen, is a slightly fancy way of saying “a computer made this.” While a more accurate name might be Procedural Content Generation, it is, regardless of the title, a field of artificial intelligence used for creating anything from music, to artwork, to…
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Land Generation Engine – Update
Trade-offs and compromises are a necessary “evil” when it comes to software development. If you want feature A, you must sacrifice some speed. If you want feature B, you must reduce what’s going on with feature C. Procedural land generation is supposedly no different…
