Been working on how to tease interesting environmental data out of my dungeon generator, like whether a location does/not meet certain criteria for nearby floors and walls. #procgen #screenshotsaturday #unrealengine #pcgex #dungeoncrawler
Latest posts tagged with #pcgex on Bluesky
Been working on how to tease interesting environmental data out of my dungeon generator, like whether a location does/not meet certain criteria for nearby floors and walls. #procgen #screenshotsaturday #unrealengine #pcgex #dungeoncrawler
Adapted some of PCGEx's pathfinding algorithms to my dungeon's corridors, which are more rectilinear now and feel more structural. #ScreenshotSaturday #DungeonCrawler #PCGEx #UnrealEngine #procgen
With the help of @nebukam.bsky.social, I have now taken the traffic system I showed off last Sunday in #UnrealEngine5, and automatically have it populating the navigation in my city thanks to an early look at a #PCGEx add-on.
I'll be going over it this Sunday: www.youtube.com/@Procedural_...
Well, it seems like MAYBE you guys do indeed want me to do a city gen in #UnrealEngine5. I guess we can start by making a road network with the new 5.7 spline intersection node, and a bit of help from #PCGEx. Then go from there. :)
Tutorial coming Sunday: www.youtube.com/@Procedural_...
This is a pretty big hobby milestone for me-- a real corridor & chamber solution that works with PCG partitions. Now I can experiment with more interesting generators for the corridors and chambers themselves, and interior/exterior features.
#PCGEx #procgen #UnrealEngine #dungeoncrawler
The above is just pure debug btw, probably won't make of lot of assumption about what use will try to do with it; might add some utils to #PCGEx to facilitate some thing and a few subgraphs for the most obvious boilerplates
I created a #ProceduralGeneration feed that's a little more comprehensive than others I've found here on BlueSky. Have a look: bsky.app/profile/did:...
#pcg #unrealengine #pcgex #geometrynodes #procgen #houdini
I've spent SO much longer on this than I thought I would, mostly 'cause I'm braindead by the time I find time to work on this during the week.
Behold: a web generated with #PCG hierarchical generation. Thanks to @nebukam.bsky.social for the quick turnaround on a #PCGEx bugfix! ❤️
#UnrealEngine
@proceduralminds.bsky.social just pushed a really cool intro to #PCGEx filter ecosystem which is hand down one of the anti-pattern I’m the most proud of introducing into PCG :D
youtu.be/lqS9u3ll48s?...
#PCGEx Discord hit the 600 members milestone(?) today, and yet there is still no proper documentation for the plugin. :D
Weeee #PCGEx 0.66 is officially out on FAB!
- Decent changelog : pcgex.gitbook.io/pcgex/infos/...
- New Cool™ Examples in the example project : github.com/Nebukam/PCGE...
#unreal #techart #ue5 #pcg #opensource
Fun stuff coming to #PCGEx example project tomorrow (or earlier, or later, depending on when FAB push goes through) 👀
A splash image with the PCGEx logo in the center, a dark background with abstract connected structures, colored accents and lines. It emphasize on the number of the latest release, 0.65.
Just pushed version 0.65 of PCGEx for Unreal 5.6! 🚀
This release comes after a nerve-wracking refactor to align with the new data architecture; painful, but worth it.
Big thanks to the always-growing community, you keep this alive ❤️
#pcg #unreal #pcgex
White = main passageways, Purple = vents? #procgen #pcgex #unrealengine #dungeoncrawler
I have created my first #PCGEx #PCG tutorial for #UnrealEngine5 . Hopefully more to come, but that's entirely based on the feedback from the community. 😄
youtu.be/wnlU3ZKLrJ4?...
Many of you have asked for it. And so this Sunday a tutorial is coming for the most requested plugin. Get your butts ready, cause it's going to be EXTREME! 😄 #PCGEx
Devlog 4, with more baby steps in procedural generation.
flaghippo.uk/2025/05/18/d...
#indiedev #ue5 #pcg #pcgex #gamedev
Special update for #screenshotsaturday - I've made a procedural #London #Barbican centre, entirely in #UE5 using the #PCGEx plugin, and I will be talking about it on the Official Epic 'Inside Unreal' Twitch Stream THIS THURSDAY at 7PM GMT here: www.twitch.tv/unrealengine - #gamedev (1/3)
The zebra crossings are actually *quite interesting*- I'm avoiding texturing as much as possible for the look of things, so I'm using a spline to work out where they need to be and then spawning a mesh plane. @nebukam.bsky.social 's #PCGEx for the win!
For #UE5 folks working in PCG, you owe it to yourself to check out this free tool. It can be a bit overwhelming to learn, as ProceduralMinds' video says, but #PCGEx does the heavy lifting on a lot of complex geometry problems.
Distant view overlooking a huge number of grid squares floating in empty space in Unreal Engine level viewport. Each grid square has a different example graph output in an unlit shader.
Wide shot of the same grid squares as the other photo with this post, just a different camera angle.
Oblique view of about 40 grid squares showing the complexity and variety of these colorful example graph results.
@nebukam.bsky.social The new flattened example project, when looked at from a distance in the level editor viewport, gives some idea of the mind-blowing scale of #PCGEx for #UnrealEngine. Look at the detail shot, then scale that out to the sheer number of grid cells here.
@proceduralminds.bsky.social had his first contact with #PCGEx this weekend, and he's saying very good things about it 👀 -- I really need to tackle that documentation debt, it's more like bankruptcy at the moment 😅
www.youtube.com/watch?v=mA_U...
#PCGEx, an Unreal' open source PCG plugin I've been working on for over a year is finally available on FAB! www.fab.com/listings/3f0...
#ue5 #pcg #gamedev #procgen
Thanks @amathlog.bsky.social for the all the support, you're not getting rid of me just yet 💙
#UE5 #PCG #PCGEX procedural city update for #screenshotsaturday - a lot of things solved, but hardly any of them visible. This turns out to be one of those things where getting 90% of the way there is easy, and then you find you have another 90% to do. And the last 10 percent takes even longer