







Last time I talked about de-optimizing mapgen4 so that I could more easily create experiments. I wanted to share one of those experiments. I recently assembled some of my existing ingredients into something that was just plain fun to watch, and I wanted to share this simulation of traders moving around a map:

Why Splatoon 3's Maps FAIL (And How To Fix Them)
A Beginner’s Guide to Scientific Roadmapping
Wonderful maps and how to read them

Steam Community :: Guide :: Map Generation in Slay the Spire
In this brief guide I will try to explain the relevant information regarding Map Generation and maybe some new ways to look at the game....
Wardley map
A Wardley map is a map for business strategy.[1] Components are positioned within a value chain and anchored by the user need, with movement described by an evolution axis.[2] Wardley maps are named after Simon Wardley who created the technique at Fotango in 2005 having created the evolutionary framing the previous year.[3][4] The technique was further developed within Canonical UK between 2008 and 2010[5][independent source needed] and components of mapping can be found in the "Better for Less" paper published in 2010.[6]
Callum's Sandbox
Callum's Sandbox - WebGL experiments, tests, code and sample applications.
A Strategy and Wardley Mapping Primer
If you're doing strategic work, think in terms of evolutionary flow — and learn to draw fast-and-dirty Wardley maps.

StarCraft: Cartooned – Available Now
Play MapTap.gg - Daily Geography Game
Play MapTap - the daily geography game! Find 5 world locations on a 3D globe with historical stories. Free browser-based daily game for geography lovers.
Play MapTap.gg - Daily Geography Game
Play MapTap - the daily geography game! Find 5 world locations on a 3D globe with historical stories. Free browser-based daily game for geography lovers.

How Townscaper Works: A Story Four Games in the Making
Townscaper, the procedural town-building toy, has been a huge indie success story. I explain how the game can generate towns so easier and gain further insights thanks to my interviewing its creator Oskar Stalberg.

Making Worlds: Introduction
In this multi-part series I try to make a procedural planet generator that runs on the GPU.

For something so important for applications (arguably moreso than the forward Game Theory problem), I was surprised at how scattered are the resources to learn about it. Feels very jagged. Started a semble collection: semble.so/profile/mptouzel.bsky.social/…! Will add more later. Please consider adding as well!
Mechanism Design - Learning Resources (by Max Puelma Touzel) — Semble
semble.soI made a map of 3.4 million Bluesky users - see if you can find yourself! bluesky-map.theo.io I've seen some similar projects, but IMO this seems to better capture some of the fine-grained detail
Bluesky Map
bluesky-map.theo.io