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Для большего контроля можно ввести уровни с разным масштабом. Например сначала из плиток делается грубый набросок , потом на другом масштабе из более мелких плиток добавляется детализация. Самое сложное , по моему, это прописать ограничения (правила) по которым будет выбираться следующая плитка.
ОтветитьFound this video while doing research for my own prototyp that happens to be using the same tileset and also doing constraint satisfaction 😂
Great video, sums up a lot of the thoughts ive been having about wave function collapse and how it fits into the general category of constraint satisfaction.
Im currently working on a novel world generation approach that uses a noise map to create chunk outlines and constraint satisfaction to fill in the middles. This will let me do some funky and hopefully intersting things with world generation and traversal mechanics. I dont want to spoil too much here, but if I get something working ill likely post a video on it to my other account, HuckTheCrab
Fantastic Video, One thing I noticed in my implementation of model synthesis is that it is actually better to not fill in the whole board beforehand as this can throw off the Sampling and isn't necessary as long as you are keeping track of adjacency options which should be happening anyway.
ОтветитьExcellent video
ОтветитьHey, any updates? Excited for the next video
ОтветитьWhat about pushing the computation of the cells into the GPU, so they're all computed in parallel over a series of simplication steps, which would remove the scanline concept of iteration direction...
ОтветитьIt would be neat to see 4d wave function collapse to make realistic real time atmospheric weather simulations in a game world
Ответитьtutel!!
Ответитьdid he die?
ОтветитьI would love to see another in this series, or whatever you've been working on! These were such great videos!
Ответитьbasically Model Synthesis is General Relativity and WFC is Special Relativity
ОтветитьFuck Unity, greedy aholes.
ОтветитьVery interesting project and analysis of the algorithms.
ОтветитьHey i'm looking for this algorithm to use in a game i'm developing, mind if i use it?
ОтветитьThis is super interesting! Waiting on your next video :D
ОтветитьWFC is a type of Model Synthesis, you seem to be making a distinction here
Ответитьfinally, a video that addresses gamedev problems while choosing solutions that arent overcomplicated and explaining how you did it! because things like image quilting for example is not that complicated for what it is but is still overkill for most gamedev projects.
ОтветитьVery cool video! Love the midjourney as stock photo technique as well. :)
Ответить"Arc consistency'... they named the if statement...
ОтветитьI had already thought that i needed to consider all the combinations of possible neighbours instead of just looking at single neighbours but your video is the first i have seen that explicitly mentions tiled vs overlapping wfc.
Thanks for clearing up some things, guess i have some more work todo
My system seems to frequently work in spirals and find it's way towards situations where it doesn't work, I still havent created a backtracking system to combat that...
ОтветитьI'll bw back later
Ответитьits been a year, new dv gen video incoming
ОтветитьDidn't know stephen hawking was going to make a cameo
ОтветитьHow goes the job shenanigans? If your upload history is anything to go by, I’m guessing now’s about the time you’re gonna put out a new video.
ОтветитьThis is excellent - can I help clean it up and also convert that 2D level to 3D? (I've already got that working but not generatively)
ОтветитьVery well made, thank you for the detailed well presented explanation and for the resources in your description. :)
ОтветитьWOW. Amazing video. Fascinating topics. Definitely subscribing
ОтветитьHi there! I wish you were still making videos. Your game is turning out great and the information you show in your channel is priceless. I like your teaching technique and everything is super interesting. I hope everything's alright, take care.
ОтветитьHello, I just finished your vlog on Procedural Generation. I really appreciated your explanation of the algorithm. Thank you very much.
ОтветитьMicrotonal jumpscare
Ответитьi thought this was about bloons td the maps looks just like something out of btd battles
ОтветитьWoah, this video is awesome. I am starting to learn about procedural generation methods and this video rocks. I would love to watch the next ones, but sadly they seem deleted.
ОтветитьLove the video, you are great at explaining! Thank you for teaching us!
ОтветитьI wish I can cite this video somehow. So much juice.
ОтветитьExcellently made video!
ОтветитьWow great video! I was looking for a general introduction into Wave Function Collapse and came across your video.
Very well put together.
Thank you so much for taking your time to make this great video!
Great video! Looking forward to seeing your code and implementation! Especially looking forward toward how you handle entropy!
ОтветитьThese algorithms necessarily create random patterns that won't be recreated even with the same input. I wonder if there is a way to use these methods while also getting re-creatable patterns you get from perlin noise synthesis
Ответитьhi dad
ОтветитьI'm not even close to start writing code for generated areas (and what I'm currently working on is text-based anyway), but learning new stuff is always interesting.
Ответитьoverlapping method reminded me a bunch of markov chains, where higher chain lengths are more similar, and lower less so.
... although from another perspective perhaps markov chains would simply be a 1d equivalent to the 2d overlapping bushes
Amazing! Waiting for the next video
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