Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 21, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Rune Skovbo Johansen's Blog   Expert Blogs


I work as a programmer at Unity Technologies. I make games in my spare time and love procedural generation, which I write about on my personal blog.


Expert Blogs

Visualizing the state space of puzzles is a new way of working with puzzle design that tells you vital things about the puzzle design at a glance. I created a free tool for doing this and I write about how you can implement it in your own tools too..

Posted by Rune Skovbo Johansen on Thu, 10 Mar 2016 03:14:00 EST in Programming, Console/PC, Serious, Indie, VR
Pathfinding is not just for finding paths for AI agents. Itís also for procedurally creating paths. Here's my findings for how to create paths on terrains that are steepness-avoiding and look natural, as if they were designed by humans.

Let me highlight fundamental differences between three approaches to procedural world generation: The simulation, the functional and planning approach. They are not only algorithmically different but also suitable for different types of gameplay.

If you're creating anything procedural, you're almost guaranteed to come in need of random numbers at one point. In this article we'll look into two different ways to produce random numbers - random number generators and random hash functions.

Posted by Rune Skovbo Johansen on Mon, 20 Oct 2014 02:41:00 EDT in
In this opinion piece, the argument is made that harassment could be fought more effectively if pro- and anti-GamerGate people joined forces. The many different subjects and standpoints in the matter are analyzed to try to bring nuance to the discussion.

Rune Skovbo Johansen's Comments

Comment In: [News - 06/02/2016 - 06:03]

Elon Musk 's hobby: Extrapolating ...

Elon Musk 's hobby: Extrapolating r n

Comment In: [Blog - 04/06/2016 - 01:31]

What you 're saying about ...

What you 're saying about how the dead ends appear all the way along the solution path definitely make sense to me

Comment In: [Blog - 10/30/2015 - 12:43]

Hi Zach, good article We ...

Hi Zach, good article We 're working on something very similar here, but the article had a few good points we hadn 't considered yet. r n r nOne question, how do you go about setting a minimum distance threshold for mouse movement It sounds simple, but opens questions like ...

Comment In: [Blog - 10/13/2015 - 01:29]

That sounds cool. If you ...

That sounds cool. If you start a devblog for the game, let me know

Comment In: [Blog - 04/27/2015 - 12:32]

The idea is to compute, ...

The idea is to compute, for each navpoint, a series of jump trajectories with different heights and horizontal speeds. r n r nHi, I have 2D pathfinding in my game The Cluster as well, and it looks very comparable. However, I 'm using a bit different approach which I think ...

Comment In: [Blog - 10/24/2014 - 01:56]

Acknowledging that the process by ...

Acknowledging that the process by which words and phrases acquire meaning is complex and beyond our control is a good first step, but the conclusion that it 's a fact is that GamerGate has come to mean something abhorrent is a gross simplification. In reality, not only is the meaning ...