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    <title>Pinboard (scottymac)</title>
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    <description>recent bookmarks from scottymac</description>
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      <rdf:Seq>	<rdf:li rdf:resource="https://medium.com/procedural-emotions/a-game-of-cyclones-c24c36d8ee6f"/>
	<rdf:li rdf:resource="https://azgaar.wordpress.com/2017/03/30/first-post/#more-4"/>
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	<rdf:li rdf:resource="http://mewo2.com/notes/terrain/"/>
	<rdf:li rdf:resource="https://bl.ocks.org/Azgaar/b845ce22ea68090d43a4ecfb914f51bd"/>
	<rdf:li rdf:resource="https://github.com/Auburns/FastNoise_CSharp"/>
	<rdf:li rdf:resource="https://github.com/mxgmn/WaveFunctionCollapse"/>
	<rdf:li rdf:resource="http://blog.movingblocks.net/2011/06/11/goodbye-perlin-noise-2d-perlin-noise-3d/"/>
	<rdf:li rdf:resource="https://sites.google.com/site/letsmakeavoxelengine/home"/>
	<rdf:li rdf:resource="http://www.gamedev.net/blog/33/entry-2227887-more-on-minecraft-type-world-gen/"/>
	<rdf:li rdf:resource="http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/"/>
	<rdf:li rdf:resource="http://0fps.wordpress.com/2012/07/12/smooth-voxel-terrain-part-2/"/>
	<rdf:li rdf:resource="http://www.xnawiki.com/index.php?title=Voxel_traversal"/>
	<rdf:li rdf:resource="http://freespace.virgin.net/hugo.elias/graphics/x_water.htm"/>
	<rdf:li rdf:resource="http://math.lbl.gov/voro++/"/>
	<rdf:li rdf:resource="http://twanvl.nl/blog/haskell/finding-rectangles"/>
	<rdf:li rdf:resource="http://www.saltgames.com/2009/simple-procedural-building-generation/"/>
	<rdf:li rdf:resource="http://simblob.blogspot.com/"/>
	<rdf:li rdf:resource="http://www.dungeonleague.com/"/>
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  </channel><item rdf:about="https://medium.com/procedural-emotions/a-game-of-cyclones-c24c36d8ee6f">
    <title>A Game of Cyclones. Climate is influenced by winds, rain… | by Lud | Procedural Emotions | Jul, 2020 | Medium</title>
    <dc:date>2020-08-17T21:13:12+00:00</dc:date>
    <link>https://medium.com/procedural-emotions/a-game-of-cyclones-c24c36d8ee6f</link>
    <dc:creator>scottymac</dc:creator><dc:subject>procedural</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:scottymac/b:5b83f3a24168/</dc:identifier>
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<item rdf:about="https://azgaar.wordpress.com/2017/03/30/first-post/#more-4">
    <title>Introduction – Fantasy Maps for fun and glory</title>
    <dc:date>2018-02-07T16:53:25+00:00</dc:date>
    <link>https://azgaar.wordpress.com/2017/03/30/first-post/#more-4</link>
    <dc:creator>scottymac</dc:creator><dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:86ee20126f1e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
<item rdf:about="https://github.com/mewo2/terrain">
    <title>mewo2/terrain: Fantasy map generator</title>
    <dc:date>2018-02-07T16:52:59+00:00</dc:date>
    <link>https://github.com/mewo2/terrain</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[This is code for generating fantasy maps, using the algorithm behind @unchartedatlas. For more details, see these notes.]]></description>
<dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:f25fa37321ae/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.procjam.com/tutorials/wfc/">
    <title>Generating Worlds With Wave Function Collapse - PROCJAM Tutorials</title>
    <dc:date>2018-02-07T16:50:26+00:00</dc:date>
    <link>http://www.procjam.com/tutorials/wfc/</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them.]]></description>
<dc:subject>gamedev procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:ebea3b3ee60f/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:gamedev"/>
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<item rdf:about="http://mewo2.com/notes/terrain/">
    <title>Generating fantasy maps</title>
    <dc:date>2017-05-20T19:22:17+00:00</dc:date>
    <link>http://mewo2.com/notes/terrain/</link>
    <dc:creator>scottymac</dc:creator><dc:subject>maps procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:e14671272eeb/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:maps"/>
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</item>
<item rdf:about="https://bl.ocks.org/Azgaar/b845ce22ea68090d43a4ecfb914f51bd">
    <title>Fantasy Map Generator - bl.ocks.org</title>
    <dc:date>2017-05-20T19:22:06+00:00</dc:date>
    <link>https://bl.ocks.org/Azgaar/b845ce22ea68090d43a4ecfb914f51bd</link>
    <dc:creator>scottymac</dc:creator><dc:subject>maps procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:f9b25912eb05/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:maps"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
<item rdf:about="https://github.com/Auburns/FastNoise_CSharp">
    <title>GitHub - Auburns/FastNoise_CSharp: FastNoise C# Version</title>
    <dc:date>2017-03-04T15:27:38+00:00</dc:date>
    <link>https://github.com/Auburns/FastNoise_CSharp</link>
    <dc:creator>scottymac</dc:creator><dc:subject>noise procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:511e2448d1c8/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:noise"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
<item rdf:about="https://github.com/mxgmn/WaveFunctionCollapse">
    <title>GitHub - mxgmn/WaveFunctionCollapse: Bitmap &amp; tilemap generation from a single example with the help of ideas from quantum mechanics.</title>
    <dc:date>2017-03-04T15:26:43+00:00</dc:date>
    <link>https://github.com/mxgmn/WaveFunctionCollapse</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics.]]></description>
<dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:8c1119d90a13/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
<item rdf:about="http://blog.movingblocks.net/2011/06/11/goodbye-perlin-noise-2d-perlin-noise-3d/">
    <title>Goodbye Perlin noise in 2D, hello Perlin noise in 3D! | Moving Blocks!</title>
    <dc:date>2012-10-06T01:31:34+00:00</dc:date>
    <link>http://blog.movingblocks.net/2011/06/11/goodbye-perlin-noise-2d-perlin-noise-3d/</link>
    <dc:creator>scottymac</dc:creator><dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:bb038ee52d94/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
<item rdf:about="https://sites.google.com/site/letsmakeavoxelengine/home">
    <title>Let's Make a Voxel Engine</title>
    <dc:date>2012-09-28T20:54:49+00:00</dc:date>
    <link>https://sites.google.com/site/letsmakeavoxelengine/home</link>
    <dc:creator>scottymac</dc:creator><dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:e3bcd3d45964/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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<item rdf:about="http://www.gamedev.net/blog/33/entry-2227887-more-on-minecraft-type-world-gen/">
    <title>More on Minecraft-type world gen - GameDev.net</title>
    <dc:date>2012-08-17T18:12:55+00:00</dc:date>
    <link>http://www.gamedev.net/blog/33/entry-2227887-more-on-minecraft-type-world-gen/</link>
    <dc:creator>scottymac</dc:creator><dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:7fb4a1ec9806/</dc:identifier>
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<item rdf:about="http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/">
    <title>Minecraft Like Rendering Experiments in OpenGL 4</title>
    <dc:date>2012-08-17T18:04:31+00:00</dc:date>
    <link>http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/</link>
    <dc:creator>scottymac</dc:creator><dc:subject>minecraft opengl procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:f40a4d72c592/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:minecraft"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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<item rdf:about="http://0fps.wordpress.com/2012/07/12/smooth-voxel-terrain-part-2/">
    <title>Smooth Voxel Terrain (Part 2)</title>
    <dc:date>2012-07-13T21:25:22+00:00</dc:date>
    <link>http://0fps.wordpress.com/2012/07/12/smooth-voxel-terrain-part-2/</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[By far the most famous method for extracting isosurfaces is the marching cubes algorithm.  In fact, it is so popular that the term `marching cubes’ is even more popular than the term `isosurface’ (at least according to Google)!   It’s quite a feat when an algorithm becomes more popular than the problem which it solves!  The history behind this method is very interesting.  It was originally published back in SIGGRAPH 87, and then summarily patented by the Lorensen and Cline.  This fact has caused a lot of outrage, and is been widely cited as one of the classic examples of patents hampering innovation.  Fortunately, the patent on marching cubes expired back in 2005 and so today you can freely use this algorithm in the US with no fear of litigation.]]></description>
<dc:subject>procedural gamedev</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:d1e41b2dfe9e/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
<item rdf:about="http://www.xnawiki.com/index.php?title=Voxel_traversal">
    <title>Voxel traversal - XNAWiki</title>
    <dc:date>2012-06-09T21:54:56+00:00</dc:date>
    <link>http://www.xnawiki.com/index.php?title=Voxel_traversal</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[There are many applications in which traversing a voxel grid (i.e. a 3D grid of cubes) is required. For example for ray tracing, or when you are designing a Minecraft-like blocky game. The following function enumerates the coordinates of the cells through which the ray goes, starting at the start of the ray. It is based on 'A Fast Voxel Traversal Algorithm for Ray Tracing' by John Amanatides and Andrew Woo.]]></description>
<dc:subject>procedural voxels</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:15b3259957e3/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:voxels"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://freespace.virgin.net/hugo.elias/graphics/x_water.htm">
    <title>2D Water</title>
    <dc:date>2012-06-07T23:39:45+00:00</dc:date>
    <link>http://freespace.virgin.net/hugo.elias/graphics/x_water.htm</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[This mysterious filter seems to work 'like voodoo magic' as one friend put it. Given 2 arrays of integers, applying this filter caused ripples to propagate outwards from any disturbances made in the arrays.]]></description>
<dc:subject>procedural</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:scottymac/b:6d8c85cff0b2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://math.lbl.gov/voro++/">
    <title>Voro++ - A 3D Voronoi cell software library</title>
    <dc:date>2012-06-06T22:19:17+00:00</dc:date>
    <link>http://math.lbl.gov/voro++/</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[Voro++ is a software library for carrying out three-dimensional computations of the Voronoi tessellation. A distinguishing feature of the Voro++ library is that it carries out cell-based calculations, computing the Voronoi cell for each particle individually. It is particularly well-suited for applications that rely on cell-based statistics, where features of Voronoi cells (eg. volume, centroid, number of faces) can be used to analyze a system of particles.]]></description>
<dc:subject>procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:13adbc246cb2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://twanvl.nl/blog/haskell/finding-rectangles">
    <title>Finding rectangles</title>
    <dc:date>2011-10-02T16:20:55+00:00</dc:date>
    <link>http://twanvl.nl/blog/haskell/finding-rectangles</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[Given a binary image, find the largest axis aligned rectangle that consists only of foreground pixels.]]></description>
<dc:subject>procedural gamedev algorithm</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:8e4c0f14ea16/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:algorithm"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.saltgames.com/2009/simple-procedural-building-generation/">
    <title>Simple Procedural Building Generation | Salt Games</title>
    <dc:date>2011-09-29T18:34:38+00:00</dc:date>
    <link>http://www.saltgames.com/2009/simple-procedural-building-generation/</link>
    <dc:creator>scottymac</dc:creator><dc:subject>gamedev procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:013f676ec1ec/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:gamedev"/>
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</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://simblob.blogspot.com/">
    <title>Blobs in Games</title>
    <dc:date>2011-08-28T02:26:23+00:00</dc:date>
    <link>http://simblob.blogspot.com/</link>
    <dc:creator>scottymac</dc:creator><dc:subject>gamedev procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:7e77988c1bff/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="http://www.dungeonleague.com/">
    <title>Dungeon League</title>
    <dc:date>2011-08-28T02:25:39+00:00</dc:date>
    <link>http://www.dungeonleague.com/</link>
    <dc:creator>scottymac</dc:creator><description><![CDATA[Experiments with procedural content generation
]]></description>
<dc:subject>gamedev procedural</dc:subject>
<dc:identifier>https://pinboard.in/u:scottymac/b:1f8527ecb3df/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:gamedev"/>
	<rdf:li rdf:resource="https://pinboard.in/u:scottymac/t:procedural"/>
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</item>
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