Tiny Glade

Tiny Glade

Denny Crane Sep 29, 2024 @ 6:44pm
What "Engine?"
What video game "engine" was used to make this?
Originally posted by HiImTony:
They are using the Bevy game engine along some of their own custom stuff using the Rust programming language.
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HiImTony Sep 29, 2024 @ 6:52pm 
They are using the Bevy game engine along some of their own custom stuff using the Rust programming language.
Denny Sep 29, 2024 @ 7:55pm 
Never heard of Bevy game engine
Denny Sep 29, 2024 @ 7:56pm 
My bet is they heavily incorporated AI the way how stuff builds and constantly adjusts itself.
FizzyElf Sep 29, 2024 @ 8:52pm 
Originally posted by Denny:
My bet is they heavily incorporated AI the way how stuff builds and constantly adjusts itself.
Procedural Geometry, think of Blender's geometry nodes just simplified and then turned into a game and if you aren't familiar with blender, look up Blender geometry node tutorial OR lookup procedural castle/city and look for stuff that has come out in the last 3 or so years, this will give you practical demonstrations of what the node systems are capable of and it does tend to look a bit like this game, and from like 2017 or 18 there has been a procedural wall system option in blender for mocking up castles and brick structures which is super easy to work with in the add objects tab.
Batonya Sep 29, 2024 @ 9:04pm 
Originally posted by Denny:
My bet is they heavily incorporated AI the way how stuff builds and constantly adjusts itself.
I guess procedural generation is AI now
Denny Sep 30, 2024 @ 5:15am 
I guess you might be right buddy, but first title from unknown studio is very unlikely to have such tools, just delve more into it and try again.
Korvoid Sep 30, 2024 @ 5:35am 
Originally posted by Denny:
I guess you might be right buddy, but first title from unknown studio is very unlikely to have such tools, just delve more into it and try again.
speaking as a programmer who has experience with procedural generation , I can safely say no procedural generation is a relatively simple implementation that you actually see quite a lot in indie games; anything with randomized maps for example.

I'm not sure of the exact implementations used in Tiny Glade, but I think it's mostly L-systems, (which are commonly used for procedural, plants, buildings and cities, as well as fractals, and a number of other things).
Denny Sep 30, 2024 @ 8:56am 
Originally posted by Korvoid:
Originally posted by Denny:
I guess you might be right buddy, but first title from unknown studio is very unlikely to have such tools, just delve more into it and try again.
speaking as a programmer who has experience with procedural generation , I can safely say no procedural generation is a relatively simple implementation that you actually see quite a lot in indie games; anything with randomized maps for example.

I'm not sure of the exact implementations used in Tiny Glade, but I think it's mostly L-systems, (which are commonly used for procedural, plants, buildings and cities, as well as fractals, and a number of other things).
👍👍
FizzyElf Sep 30, 2024 @ 4:32pm 
I mean hell if you are decent enough with python you could create a Slavic-jank version of this game with blenders geometry nodes and share it as a plugin on the market. Only thing you would really lack is music and the sheep.
Denny Sep 30, 2024 @ 5:10pm 
I can't do programming, just an idea man
Torx May 5 @ 2:46pm 
Originally posted by Denny:
My bet is they heavily incorporated AI the way how stuff builds and constantly adjusts itself.
All we really know is that it is certainly not real-time AI. Perhaps some Rust lines are still generated by AI though. At least as template. Such well known algorithm are less of a problem for AI coders. And the recent reasoning models are way better at logic than LLM.
Originally posted by Torx:
Originally posted by Denny:
My bet is they heavily incorporated AI the way how stuff builds and constantly adjusts itself.
All we really know is that it is certainly not real-time AI. Perhaps some Rust lines are still generated by AI though. At least as template. Such well known algorithm are less of a problem for AI coders. And the recent reasoning models are way better at logic than LLM.

The Devs are strictly against AI. So no. It's just a few years of actual programming.

All of Ana's progress back from 2021 till Tom joined and they made it into a game is in her Twitter. https://x.com/anastasiaopara/status/1454793167530778628
The game was made to learn new stuff not let some computer write it for them.
Last edited by Private117; May 5 @ 3:47pm
Korvoid May 5 @ 3:57pm 
Originally posted by Torx:
Originally posted by Denny:
My bet is they heavily incorporated AI the way how stuff builds and constantly adjusts itself.
All we really know is that it is certainly not real-time AI. Perhaps some Rust lines are still generated by AI though. At least as template. Such well known algorithm are less of a problem for AI coders. And the recent reasoning models are way better at logic than LLM.
no, again as a programmer, I can say it's far easier to use procedural generation than 'AI', for one thing a semi-competent proc-gen implementation (probably L-shapes in this instance), is always going to be more efficient than an 'AI' model (thus giving less of a performance hit) simply because of the depth of the implementation, as well as generally being easier and less time consuming to implement and integrate, (especially due to the lack of any kind of training). using AI for anything thing Tiny Glade would very much be over complicating a relatively simple process.

it's also worth noting (again as a programmer) that 'AI' LLM's or RLM's are not good at programming, RLMs aren't terrible at programming, which is to say they can string together code that'll execute, but if your actually making something complicated you'll likely want to seriously optimise it; which is more time consuming than a procgen algorithm made to put items on a surface which really isn't very complicated.

also if you can read the game doesn't have an AI flag on steam, which makes it pretty unlikely (but not impossible) that none was used in production.


and of course also:
Originally posted by Private117:
Devs are strictly against AI in any form.
First May 5 @ 4:18pm 
Originally posted by Denny:
I guess you might be right buddy, but first title from unknown studio is very unlikely to have such tools, just delve more into it and try again.
I can totally see people being dubious of a two person team whose studio is putting out their first game. However, if you knew the history of those two people, you'd realize that this is a case where two people with serious technical chops & experience in their respective areas came together to make an incredibly technically impressive game. Tiny Glade and the two people behind it is much more impressive because of this than it might otherwise seem at first glance.
Torx May 6 @ 4:07am 
Originally posted by First:
Originally posted by Denny:
I guess you might be right buddy, but first title from unknown studio is very unlikely to have such tools, just delve more into it and try again.
I can totally see people being dubious of a two person team whose studio is putting out their first game. However, if you knew the history of those two people, you'd realize that this is a case where two people with serious technical chops & experience in their respective areas came together to make an incredibly technically impressive game. Tiny Glade and the two people behind it is much more impressive because of this than it might otherwise seem at first glance.
Yes it is impressive. Bevy is a game engine that actually has NOT reached 1.0 yet. So they had to add a lot of their own stuff to Bevy compared what one would need with Unity, Unreal, etc, that are already on version 5.0 and beyond. Bevy does not even have its own editor yet.
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