Jhundts is promoting and developing tools and techniques for procedural generation in digital games and content creation.
Even though our operating overhead is extremely low (all of our staff are volunteers, and we pay $10/month for webhosting), we still need money to commission special projects. Consider making a one-time or recurring donation below.
Projects
Universal Architect
It's a piece of Python code for performing complex recursive resource balancing tasks with simple plain text inputs and outputs.
Procgen Spaceship
A series of Blender files to go along with a series of articles over on Shamus' blog.
Blender Scripts
A few scripts for generating geometry in Blender.
Project Fledgeling
Some thoughts on a speculative remote corner of game design.
Related Content
3DWorld
Open Source Procgen Game Engine and dev blog.
Dwarf Fortress
Dwarf Fortress a fantasy game with procgen world and story.
Procgen Spaceship Generator
Blender Extension that generates spaceships.
Board Members
Paul Spooner P.E.
Responsible for writing the original code for the big trees in Minecraft, Paul is intensely interested in procedural generation of all kinds, whether geometry, narrative, or systems. He also writes geometry generation code for Blender, some of which comes packaged with the base software (or did until 2.80).
Andy Wilkinson
UI modder for World of Warcraft, and Kerbal Space Program, Andy has a drive to give users transparent access to the data they need. His mods are so effective that they have nearly all been integrated into the core games which they augment.
Former Board Members
Shamus Young
Programmer of procedural generators for trees, cities, and even whole islands, Shamus was in love with computers from first sight. His gaming blog has fans across the games industry, and he was a regular contributor at the Escapist for many years.
Why is your name so weird?
The name Jhundts is primarily composed of the Hindi word झुंड "Jhund" and the greek character Ϡ "Sampi" or "900" which, when suffixing a word, makes the "S" sound. Thus झुंडϠ could reasonably be pronounced Jhundts, and perhaps translated as "Swarm of nine hundred" or (because of the mathematical properties of the sampi) "One-thousandth part of a nest". It was chosen, honestly, because the Sampi looks really cool, kind of like an egg, and another translation of Jhundt is "nest". We wanted this organization to be a protective place to incubate procedural tools until they are developed enough to fledge. The up-side is that it makes for a pretty neat looking logo. The down-side is that people find it practically unpronouncable.