Anastasiia shares why she built Kaleidos for Emerald Ferns and how it exports procedural patterns as images, videos and shader code.
Anastasiia (lotritsa) began building
Kaleidos to create pixel shader patterns for her text-based RPG,
Emerald Ferns. It became a standalone app from
Lotritsa Studio, the two-person team she runs with her husband,
Yevhen.
Working with LÖVE and GLSL meant repeatedly changing values in code, compiling and checking the result. Her first improvement was an interactive palette for adjusting how noise values mapped to colors in real time. Sliders for basic noise parameters followed.
Anastasiia gave the prototype its own fonts and buttons early, wanting it to feel pleasant to use even as a personal tool. After she shared a recording online, a comment asking for its name prompted her to develop it into an app.
Kaleidos now offers Perlin noise, cellular noise and reaction diffusion, with controls for parameters, palettes, warping, animation and interaction.
Her master’s thesis on procedural terrain noise helped her choose which functions and parameters to expose. She also spent time tuning defaults and permitted ranges to produce useful starting points for experimentation.
Each mode uses a large GLSL shader that supports its parameter combinations. Adjusting the controls changes the values sent to that shader each frame.
Yevhen handled the exports while Anastasiia worked on reaction diffusion. Shader exports remove unused code, hardcode the selected values and adapt the syntax to formats used by engines such as Unity and Godot.
For images and videos, Kaleidos renders the pattern again at the requested resolution, then uses FFmpeg to produce the output.
Looping Perlin and cellular animations use periodic sampling and adjusted speeds to complete a full noise cycle. Tile exports apply wrapping in space, with small scale adjustments to fit whole noise cells across the frame.
Reaction diffusion needs information from the previous frame to generate the next, which complicates exports. The team is still expanding its export options for that mode. Unreal Engine and GameMaker exports are also planned for Kaleidos.
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