Indie game developer, procedural generation enthusiast, Dane in Finland. I barely use this account. Find me at πŸ¦‹@runevision.bsky.social and on 🐘mastodon.

Turku, Finland
Hi! I'm Rune, a full-time solo indie game developer (art, design, code, ...). I'm on πŸ¦‹Bluesky: bsky.app/profile/runevision.… And on 🐘Mastodon: mastodon.gamedev.place/@rune… I often post about my experiments there; here's a sampling of them. See you on the other side!
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I wanted to do a side-by-side comparison of my procedural animation to hand-authored animations on some models I bought. This is so I can better study what I need to improve. When I got my comparison tool running for the first time, this is what I was greeted with! πŸ˜… #ProcGen
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It might be hard to believe, but this animation is actually 100% procedural. #gamedev #indiedev #procgen
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New dithering method dropped I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works. Explainer video: piped.video/watch?v=HPqGaIMV… Source repository: github.com/runevision/Dither… #gamedev #vfx
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Another test of surface-stable fractal dithering - this time closer related to bayer (ordered) dithering. Note how the dither patterns follow the surfaces from small to large, yet the dot sizes and spacing remain roughly constant in screen space.
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Did I ever explain how it works that you can get around the huge world in Eye of the Temple using your own feet, all while staying within your play area?πŸ€” πŸ”ŠSound on for this narrated peek behind the scenes! #MetaQuest2 #gamedev #VR
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Oops, I don't do as good research for silly jokes as I do for more serious things, and I'm told Blender discontinued its game engine years ago! That said, of course the community grabbed it and is continuing its development as a third-party spin-off. upbge.org/
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An illuminating exchange about the approach to performance in Godot (slightly paraphrased) between Sam Pruden (who wrote the post "Godot is not the new Unity - The anatomy of a Godot API call" and Godot creator and Technical Lead Juan Linietsky. Source: gist.github.com/reduz/cb05fe…
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Today is my last day at Unity. I joined nearly 12 years ago when it was a tiny startup with 20 employees. It's been quite the ride seeing it grow into what it is today. Now it's time for a new chapter in my work life. Starting next week I'll be a full time indie game developer!
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After 5 years in development... My game EYE OF THE TEMPLE is out NOW on @Steam! Doing any of the following would mean SO MUCH: πŸ” Retweet & share πŸ”₯ Step into the adventure ✍️ Leave a review after playing (this really helps a lot!) Check it out: bit.ly/EOTTsteam
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What do you call it when you don't want to work for all the ad tech companies, so you join an up-and-coming idealistic game engine company instead to try to make a difference for game devs, only to find they end up becoming one of the most dirty ad tech companies of them all?
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I've quietly made my LayerProcGen framework public: github.com/runevision/LayerP… It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual. Up for taking it for a spin? Let me know what you think! #ProcGen
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The Marching Cubes and Dual Contouring algorithms create meshes with triangles of very irregular sizes (A). A "Compact Isocontours" technique by Moore and Warren in 1995 addressed this very nicely (B). This was used in Spore. Are there any available implementations of it?
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Contrary to what Unity says themselves, Unity 2022.x or earlier and Unity 2021.x LTS or earlier are NOT affected by the Unity Runtime Fee as far as I can tell, based on Unity's own Terms of Service. Read the details here: gist.github.com/runevision/1… #unity #unitytips #unitytax
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LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year. Check out the documentation work in progress and let me know if you have questions! runevision.com/tech/layerpro… #ProcGen
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feeling big game launch feelings, might delete later
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Top: Game progression dependency graphs. Bottom: Spatial graphs that shows where things are in the world. A key for a locked gate is a direct dependency, but can be located far away spatially. Next step is making gameplay objects from the spatial graph nodes. #gamedev #procgen
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Replying to @unitygames
Could you please disclose which datasets this is trained on?
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Unity is introducing a new per-install fee. According to my calculations (see chart) it's a bankruptcy death-trap? Developers can end up owing Unity multiple times their entire gross revenue when taking piracy, free demos/free-to-play etc. into account. blog.unity.com/news/plan-pri…
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Ok, somebody told me dogs don't move all their legs in unison. I don't have a dog myself I can study so I'll have to take their word for it. #gamedev #indiedev #procgen
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My game is out now on Meta Quest 2! πŸŽ‰ πŸ›οΈExplore a vast temple and its legend ⚠️Navigate moving blocks and evade traps πŸ”₯Solve environmental puzzles with your torch & whip πŸ•ΊRoom-scale VR (2m x 2m space needed) oculus.com/experiences/quest… Retweets are much appreciated!πŸ™
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Replying to @sgt3v
Yes it was, though it lives on, sort of
Replying to @runevision
Oops, I don't do as good research for silly jokes as I do for more serious things, and I'm told Blender discontinued its game engine years ago! That said, of course the community grabbed it and is continuing its development as a third-party spin-off. upbge.org/
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I've rewritten the signed distance field generator by @catlikecoding to be 40x to 75x faster by using Unity Burst. It's available here (licensed partly MIT and partly MPL 2.0): gist.github.com/runevision/a…
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For anyone making levers or using #unity3d hinge joints in general, here are some hard learned lessons from me about pitfalls to avoid.
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The exploration-focused game I'm developing (working title 'The Big Forest') will use a lot of procedural generation tech. Here's a compilation video sampling various experiments I've made for it and posted about. :) #GameDev #IndieDev #ProcGen
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Commercial game engines used to present different "risk/reward" trade-offs: Pay a cut of revenue if successful, or pay up-front but keep the revenue. Unity's new model, whether with install fees or rev share, is a worst-of-both-worlds scenario for professional devs.
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Wait, Unity has a tool for creating octahedral/hemi-octahedral impostors with support for shadows and intersections (similar to Amplify Impostors)? docs.unity3d.com/Packages/co… But it's hidden away in an expensive Enterprise plugin for CAD-file customers? unity.com/products/pixyz-plu…

ALT A gif with the camera orbiting two Utah teapots, one of them being an impostor rendered via a single quad.

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I made new and improved versions of my charts to visualize how much you owe Unity for their per-install Runtime Fee, and wrote detailed notes on how to use them. Read here: blog.runevision.com/2023/09/… #unity #unity3d #unityruntimefee #unitytax #gamedev
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I recently managed to increase the draw distance of my generated terrain more than 3x, from 0.6-0.9 km to 2.0-2.9 km. I knew I'd need to use larger, lower detail terrains in the distance to manage this, but had dreaded it. 1/n #ProcGen #GameDev
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Another mountain forest trek video, now with tone-mapped vistas. #ProcGen
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I implemented points of interest in my generated forest landscape. They are flattened areas where structures or similar can be placed and I just placed some towers there for now. They are connected by paths, so now the paths actually go somewhere. #ProcGen
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In 2.5D platformer The Cluster, the camera uses sophisticated framing of the player depending on the context and the player's movement. This makes use of special filtered proximity data generated for the camera. #ScreenshotSaturday #ProcGen #IndieGameDev
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I haven't followed Unity closely, but I understood many employees were excited to show the new direction of Unity 7 at Unite 2024 and it was generally well received? But this has since been jeopardized because the new CEO doesn't want breaking changes? nitter.app/QAThomasNoUnity/status…
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Porting Eye of the Temple to Quest 2 has been far from straightforward. For example, we had to come up with an entirely new implementation to be able to retain the same aesthetic for the water on Quest 2 as on PC, as detailed in this video. #MetaQuest2 #gamedev
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New blog post: Launching Eye of the Temple - this was my experience An honest look at the ups and downs of finally launching my game. #gamedev #indiedev #IndieGameDev blog.runevision.com/2021/11/…
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Using a regular ol' pow() function to control falloffs? I just discovered this nice alternative. piped.video/watch?v=5eoDoMj4… #unitytips #gamedev
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People evaluating Godot will not point out issues and then wait for them to (maybe) get fixed much later - they'll choose a different engine. People discovering performance issues in Godot mid-development won't have time to wait either, they'll have to downscope instead.
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I'm working on visualizations of how I'm using my LayerProcGen framework in my game. Layers building upon each other is how I can generate highly contextual features (like paths based on path-finding) that seamlessly cross chunk boundaries. #ProcGen
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My project for #UnityHackWeek this year was focused on a few down-to-earth improvements for particle systems: Improved stretched particles, and improved moving fire. (Music by bensound.com)
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Replying to @SylvioD @unitygames
Sylvia. That is not the whole story, is it? For Muse Chat, you licensed third party LLMs. What datasets were these third party LLMs trained on? nitter.app/unitygames/status/1673… And for the text-to-image generation, did you really create your own original images for that dataset? How?
Replying to @unitygames
We appreciate all the questions and interest around our training data. To create Muse Chat, we licensed third party LLMs and integrated them with first-party Unity technical documentation like manuals, release notes etc. so you can get the most relevant and up-to-date info.
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So the stance of only wanting to improve performance when there's already an actual problem with it, just means that games that need better performance won't get released on Godot, and that Godot won't be the right engine for those kinds of games.
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With the dual game dependency progression graph and spatial graph, I can now begin to construct a world to explore. Right now it's still looking rather abstract.πŸ˜… #GameDev #ProcGen
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Replying to @SylvioD @unitygames
Sylvia, ChatGPT-4 is trained on loads of text they do not own the copyright for, and likewise Unity does not own the copyright of text posted by users in Unity forums and elsewhere. If this is what you call "your own datasets", all it says is that it's indeed exploitative.
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POV: You're a hedgehog going for a run #GameDev #ProgGen #JustMessingAround
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The stance of "we will only begin to consider better performance for a given method if we're pointed to a real-world issue (not artificial benchmark)" is very telling.
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My talk about Layer-Based Infinite Procedural Generation from Everything Procedural Conference 2024 is now online: piped.video/watch?v=4oJGkx0K… LayerProcGen is open source, but the talk could also be of interest if you'd want to implement the principles on your own. #ProcGen #GameDev
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Easily hook up triggers or collisions with functions in the Inspector gist.github.com/runevision/f… #UnityTips
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Hey, Eye of the Temple got a free playable demo called 'First Steps'! Got PC VR and a 2x2 meter play area? Join our Discord server to get a Steam key for it: discord.gg/yGN7bDQ And check out (and maybe wishlist?) the full game on Steam too! πŸ™ store.steampowered.com/app/5… #vr
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Remember, the Rect tool in Unity works for 3D too, including multiple objects. #unitytips
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Based on data from @simoncarless's newsletter and the net, and verifying a bit myself, I made this chart of what it appears the criteria of ratings on @Steam are. I don't think I've seen it in infographic form before?
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While I developed the original version of Eye of the Temple 'mostly solo' (design, art, programming, etc.), even solo developers can need some help sometimes. Here's a thread of some of the people and companies involved in making the game a reality.🧡
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Replying to @gamemakerstk
GMTK Jam 2021β†’2022 engine usage change βˆ’2.8 %p Game Maker (βˆ’31%) +2.5 %p Godot (+19%) βˆ’0.7 %p Construct (βˆ’29%) +0.6 %p Unreal (+14%) +0.6 %p No Engine (+19%) βˆ’0.5 %p Unity (βˆ’1%) +0.5 %p Other Engine (+8%) Big loser is Game Maker and big winner is Godot
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Why does tonemapping turn my landscape cyan in the distance? Because Unity's tonemapping turns most bright colors into yellow, cyan or magenta. So I implemented my own hue-preserving tonemapping.
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Replying to @gamemakerstk
Game design as a whole is too diverse and sprawling a field to make a meaningful canon for. You can make make canons for genres/mechanics like fighting games, open world design or puzzle box design, but a canon for just "game design" would end up a biased arbitrary jumble.
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Providing @Steam with all the graphical assets it asks for can be daunting, not least because the docs, templates and UI are all inconsistent about naming and resolutions. To try to get an overview, I made this table! #IndieGameDev #gamedev
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Left: Game progression dependency graphs. Right: Spatial graphs that could be the basis of where things are located in the world. A key for a locked gate is a direct dependency, but can be located far away spatially.
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The graph rendering used to be based on IMGUI with ugly matrix hacks but I spent today changing it to be based on Shapes by @FreyaHolmer so it supports perspective and is just much nicer. It's an awesome library and the switch was very easy.

ALT Two nicely rendered graphs, shown on the XY plane and XZ plane respectively, with the camera angle changing back and forth.

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Here is a video of just scaling up a surface and how the pattern follows, but keeps the dot size constant and compensates by continuously inserting additional dots. This can continue indefinitely, hence the "fractal" part in "surface-stable fractal dithering".
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Some current Unity employees have expressed cautious optimism at the direction since JR stepped down. Well, I don't know, this appointment makes it pretty clear nothing has been learned (as usual) at the top of Unity, and it's just going to stay the same old, same old.
Former Zynga COO Matthew Bromberg is the new CEO of Unity The new chief exec will net an annual base salary of $850,000, a litany of stock awards, and sign-on bonus worth $2 million gamedeveloper.com/business/f…
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Hi, I'm Rune, a full-time solo indie gamedev. πŸ‘‹ My first game, VR adventure Eye of the Temple, is out on Quest and Steam, it's got great reviews: eyeofthetemple.com/ Now I'm back to #procgen stuff in my new project "The Big Forest" (working title): runevision.com/multimedia/th…
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Whee, I now have actual "gameplay" created from my game dependency progression graph and spatial graph (starting from 16s in the video). Only a few node types for now, but it's a cool milestone! πŸ—πŸŽπŸ±πŸš© #GameDev #ProcGen
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Success! Based on applying SMAA (suggested by @aras_p), using SDL generation that takes AA into account (ported to C# by @catlikecoding), and blurring similar gradient diections (suggested by @snlehton), I now have smooth normal generation based on jaggy 1-bit input mask.
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I've implemented a system to emit sound from my water streams with just four audio sources (because I happened to have four sound clips of different water intensities), dynamically calculating direction, volume, and spread for each based on a kind of audio point cloud. #ProcGen
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Flying over the mountain woods #ScreenshotSaturday
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Replying to @palmekla
Close, but it’s stepping on its own ground correctly, the problem is rather that it lifts its feet way too high in between the steps. I think it’s trying to lift them relative to the ground above.
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Don't think I need these particular mountain generation techniques, but damn, that's one of the most polished niche explainer videos I've seen. piped.video/watch?v=gsJHzBTP… #ProcGen
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β€œSynonym” and β€œantonym” each describe a relation between two words. β€œPhantonym” sounds like it should too, but in fact it describes just a single word, which makes it a phantonym.
A PHANTONYM is a word that looks like it should mean one thing, but strictly speaking means something elseβ€”like β€˜fortuitous’ (which means β€˜happening by chance’, not merely β€˜fortunate’) or β€˜enormity’ (which strictly means β€˜great wickedness’, not merely β€˜large size’).
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I'm working on a tool that attempts to tweak the parameters of my creature parametrization to match the look of a reference 3D model. It does this solely by looking at the silhouettes and executing the parameter changes which make the silhouettes match more closely. #ProcGen
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Sender of this text: Department of Unity focused on AI. Target recipient of this text: Unity upper management. No gamedevs actually care about a vision of "every game will be touched by AI" - it's transparently copy written by AI tools people to prop up their own credentials.
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Don't mind me, just crudely testing with a bag of water if a counterweight makes the Oculus Quest more bearable to wear before I invest in a more elegant solution. It totally does!
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Replying to @lorenschmidt
Yeah I barely have any idea what's going on πŸ˜‚
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Had a few friends over for a casual game launch celebration last night, and my partner had made this awesome decorated zucchini cake
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Yeah and my name is Rune. It's a bit silly, but he called me Runa and I decided to return the gesture. He kept it up in following replies and then so did I. Β―\_(ツ)_/Β―
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So my game launches in a few hours, and suddenly the wi-fi doesn't work and nor does my monitor, or anything else in the apartment. Ah, it turns out power is out in the entire central Turku city because the power central is on fire. No time estimate for a fix. Great timing.
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That's the exact opposite of what Nifflas was talking about. Here the human is idle because the computer is busy working on its own, whereas Nifflas talked about the computer being idle because the human is busy working on its own.
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Day 4 after launch. Despite some buzz and rave Steam reviews, sales have been quite low (not unexpected for indie titles). If any of the media outlets or larger creators were intending to cover the game, doing it while the launch discount is still on could make a big difference!
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I've been returning a bit to my parametric creature experiment and got Principal Component Analysis implement to automatically create parameters. As suspected, the results are not useful as each parameter affects lots of things at once with lots of overlap. #ProcGen #GameDev
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Five years ago, before 'Eye of the Temple' existed, @NathieVR tried out our game-jam game 'Chrysalis Pyramid'. The suggested improvements he made back then sound oddly familiar now...
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I made a video about my 2023 progress developing the procedural landscape for my game The Big Forest. It's my first ever video in a "classic YouTube format" with intro and outro, background music etc. I'd love to hear what you think! piped.video/watch?v=VxMwggFQ… #ProcGen #GameDev
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Procedural generation and generative AI are separate, distinct areas under the umbrella term of generative systems. Regardless of opinions about each field, I hope we can agree on using the right terms for the right things, to foster clear communication. #ProcGen #GenerativeAI
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Huh, my previous video really took on a life of its own and was my most popular post ever. Anyway, back to our regularly scheduled programming. I fixed the bug and this is what the state of my procedural animation is actually like. Still pretty bad, just less funny. #procgen
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Replying to @Nothke
This looks so good. Screenshots look somehow more realistic than many games with way more high fidelity graphics tech.
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That post was downvoted to below zero before being deleted again by the user. Thankfully it doesn't seem to represent the community; even the people in that subreddit and reddit thread specifically.
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Me: Just doing a little experiment with procedural animation again. I've done this before, how hard can it be...?
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Beware! Facebook is using the new EU regulations as an opportunity to use dark #UX patterns to trick people into "opting in" to face recognition and other tracking. They state how it's currently turned off. Clicking "Accept and Continue" turns it on.
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It's not officially announced just yet, but if you're sneaky you can get the Unity 2018.3 beta already now and get your hands on nested Prefabs and all the other new stuff! unity3d.com/unity/beta/unity…
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I can finally share what I've been working on lately!
✨ Big News ✨ Eye of the Temple is coming to Quest 2! ✨ πŸ›• Explore a vast temple and its legend ⚠️ Step on moving blocks and dodge traps πŸ”₯ Solve environmental puzzles with your torch & whip πŸ•Ί Room-scale VR (only 2x2m space needed) Follow us for updates! RT's appreciated πŸ™
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I'm working on my parametric creature experiment, slowly mapping out how parameters could work in a sensible way via hand-crafted logic. A little video showing the messy work in progress. #ProcGen #GameDev
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This baffling inability to distinguish between what vision they want to see happen themselves, and what their users actually want, is why Unity marketing time and again sounds so utterly tone-deaf and out of touch.
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Digging through some of his replies to people, it very much seems like trolling, and a persistent feigning not getting it. Very effective engagement fishing.
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Will you be at @everythingproc? Find me if you'd like to discuss runtime "open world" procedural generation with contextual features and large-scale planned-out structures. I'd love to exchange notes and show my framework! #ProcGen
LayerProcGen is a framework for layer-based procedural generation that's infinite, deterministic and contextual, that I'll release as open source later this year. Check out the documentation work in progress and let me know if you have questions! runevision.com/tech/layerpro… #ProcGen
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Generating a strange walled garden full of secret clues, based on a game progression dependency graph. #GameDev #ProcGen #ScreenshotSaturday
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I've been implementing water transparency and improving the foam the past two days for my procedural forest water streams. I had a breakthrough when I realized that foam starts out crisp and then diffuses out into a creamy blur. #ProcGen #Shaders #GameDev #IndieGameDev #unity3d
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For my game, I need creatures that are both procedurally generated and animated. And not just crawly critters or aliens, but specifically mammals. This is quite a research challenge. Here's a write-up on my progress over the past few years: blog.runevision.com/2025/01/… #ProcGen
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I've been working on placing planks and bridges over the water streams and it seems to finally work! It was lots of work ensuring the bridges are level and orthogonal to the water, and that the required deformation doesn't look too unnatural. #ProcGen #ScreenshotSaturday
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A note on creating natural paths on terrains using pathfinding blog.runevision.com/2016/03/… #procgen #gamedev
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