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@victormgv
@victormgv 2 күн бұрын
Now explain to me how this is *not* just procedural generation rebranded to sound smarter than it really is.
@HarryLarsson-b2n
@HarryLarsson-b2n 4 күн бұрын
you should decrease the density with altitude
@nowonmetube
@nowonmetube Ай бұрын
Wait so this is a 3D tile map?
@js267
@js267 Ай бұрын
You mean I've been collapsing wave functions this whole time? 😮
@foumfo
@foumfo Ай бұрын
Does this method work with rigged meshes?
@MartinDonald
@MartinDonald Ай бұрын
Absolutely, it'd be a great way to store and apply blend shapes for characters, for example.
@foumfo
@foumfo Ай бұрын
@MartinDonald nice, I'll give it a shot. Thank you
@DJBLVZD
@DJBLVZD Ай бұрын
Where can I download the plugin or copy the code?
@vldkoz
@vldkoz Ай бұрын
Hi. I'm trying to display an image from an fpv-drone on a screen using opengl, although I have very little experience with this library. But I am succeeding! Now I need to display various dynamic information on top of the video image. This information consists mainly of text and numbers with some icons. An important requirement is to outline the text to make it easier to read. Thus, I need to display text in 6-8 zones across the screen, which can change with each new frame. Saving every millisecond is important to me. I have a question - should I try your code, or should I look for other solutions for this kind of tasks? Thank you.
@emulationemperor8924
@emulationemperor8924 Ай бұрын
I wonder how expensive the compute for a function like this would be on an original Game Boy. I'm a super novice programmer, but my dream is to build a game on the Gameboy in C that uses the principles in this video to generate randomized rooms. I want to make something like a Mystery Dungeon game.
@Roman_R4
@Roman_R4 2 ай бұрын
Martin, I'm trying to blend two textures by using a procedural pattern to be the transition of a black and white drawn mask but I can't figure out how to rotate the procedural pattern to follow the angles of my drawn point. I'll post a link to the question forum for more information in the reply, also its in blender.
@gabriel-xh8uo
@gabriel-xh8uo 2 ай бұрын
Is Godot good for mobile game development, especially for 3D games? Have you ever exported a game for Android? 🙋‍♂🙋‍♂
@nestorcbe
@nestorcbe 2 ай бұрын
Bust du ein Berliner?
@brodakarat6340
@brodakarat6340 2 ай бұрын
im doing a assignment where i gotta write a research on something in games and i chose atmospheres after seeing sebastian lagues one. my specific research is how are modern techniques optimising for realtime apps compared to raw ray marching
@Sanchayan-d7r
@Sanchayan-d7r 2 ай бұрын
Can you make the meshes used to make that island open source so we can test our implementations?
@jerobarraco
@jerobarraco 2 ай бұрын
Unreal contains sign distance fields for your regular scene. Can be queried in materials and maybe particle systems (cant remember). The metaballs/blobs could be implemented with regular meshes and a material. No raymarching. 'Prismaticadev' has a couple of vids about it.
@sleepinbagz
@sleepinbagz 2 ай бұрын
How can I move the lava? Currently works but when add this Shader to a Mesh within a scene, then instance that scene as a child in my overworld scene it only works at the world origin!
@MartinDonald
@MartinDonald 2 ай бұрын
@@sleepinbagz a few ways: do everything in object space instead of world space, or simply add the object position to the lava position, or subtracting the object position from the ray origin should also work
@gilbertocaldeira5935
@gilbertocaldeira5935 3 ай бұрын
love your work, even if I have to break my brain trying to update some of your projects to newer versions, still.... this is truly great
@sergentinamas2135
@sergentinamas2135 3 ай бұрын
Any thoughts on how to gradually restore snow to its previous level? For example, due to a snowstorm?
@baslecout4734
@baslecout4734 3 ай бұрын
Is there a reason to use a image and not an other text based file to export the animation l, like json or xml, won't the image be heavier?
@baslecout4734
@baslecout4734 3 ай бұрын
NVM I understood with the shader
@ИванБоженко-ч6т
@ИванБоженко-ч6т 3 ай бұрын
its awesome thanks for your work
@theman7050
@theman7050 3 ай бұрын
You are a legend!!!!! Always love your breakdown of Blender code 😊
@braindeadgamedev
@braindeadgamedev 3 ай бұрын
This dude is doing game development with Blender 💀
@NoVIcE_Source
@NoVIcE_Source 3 ай бұрын
hello yes, id like to order 1 boneless animation please
@angulinhiduje6093
@angulinhiduje6093 4 ай бұрын
is there a way to dissolve uneeded geometry in godit once the map is finished? similar to dissolve planar in blender?
@theman7050
@theman7050 4 ай бұрын
What a legendary video!! Thanks a lot!! One request, I would love for you to cover particle movement around a mesh surface by somehow saving the tangent based positions and offsets in a texture. Maybe sdf can come in handy for sticking to the surface? But not sure how to go about coding it in blender 😊 Plzzz
@ricopin
@ricopin 4 ай бұрын
Thank you very much! I recently had a idea to incorporate anim textures in my project and was worrying about finding any good tutorials about the topic. Your video didn't only explain the theory but also showed the blender exporter. Brilliant!
@katl9004
@katl9004 4 ай бұрын
Fantastic video! Very well explained
@insertacoin738
@insertacoin738 4 ай бұрын
bloody brilliant thank you
@jeremynicoletti9060
@jeremynicoletti9060 5 ай бұрын
I feel like this is a partial solution, though. There still isn't any attention paid to form and purpose to connecting those tiles together in the first place. Not an easy thing to do, but I bet the future will have something that takes this into consideration.
@persistent-programmer
@persistent-programmer 6 ай бұрын
I could never wrap my mind around Wave Function Collapse until I saw this. Thank you
@CornRecords972
@CornRecords972 6 ай бұрын
I think I'm going to try this for server side terrain cheat prevention such as clipping under the ground. I can have the server side player entity check the dot of its position against the normal of the nearest triangle of the ground collider then if its below a threshold it can teleport itself back up or even to an arbitrary coordinate like spawn or 0,0,0. Perhaps I can spread out the function over multiple server ticks if its expensive too. Or do it in compute or threads.
@asterixus
@asterixus 6 ай бұрын
Hi Martin, I really love your videos and they're so insightful ❤️! I'm a beginner tech artist at the very start of my journey and I don't think I've heard about raymarching until now 😅 I guess my question would be: how do you even begin to look for a solution to something like this, if you wouldn't have known about the concept? And if it's supposed to be common knowledge for a TA.. can you recommend any resources on sort of "here's what you should know about this topic" kind of way? (At least to mention the subjects, i guess it's easier to dig then if you know what you're looking for) Or how do you learn new stuff as a TA? It feels like there's so much out there it's confusing to know where to start 🥲
@markhenriksen_art
@markhenriksen_art 6 ай бұрын
So good! thank you for explaining this so clearly to a dumb 3d artist such as myself.
@marijanfabris9983
@marijanfabris9983 6 ай бұрын
Is it possible to rotate them based on uv center?
@Raccoon0710
@Raccoon0710 6 ай бұрын
Can someone explain why he marked, only one side with 0f. That other side where 0 also will fit with mirrored version..
@MartinDonald
@MartinDonald 6 ай бұрын
Exactly! It only fits with a mirrored version of itself, but not with itself alone. 0 is not a valid neighbour of 0, but 0f is, so we need to know which one is flipped/mirrored, and which one isn't. Does that help?
@Raccoon0710
@Raccoon0710 6 ай бұрын
@@MartinDonald Thank you very much ;)
@Raccoon0710
@Raccoon0710 6 ай бұрын
@@MartinDonald But do you have mirrored version as separate version. Or just scale -1 when place?
@MartinDonald
@MartinDonald 6 ай бұрын
@@Raccoon0710 mirrored versions of each module are separate pieces. I think only the rotations are handled using prototypes.
@ArthurPhoenix
@ArthurPhoenix 6 ай бұрын
Actual topic aside, this might be the most incredible informational video I have ever seen. The information density is extremely high, yet at no point did I not understand what was going on, or feel the need to pause or rewind.
@MartinDonald
@MartinDonald 6 ай бұрын
Thank you so much! This is absolutely the goal I set out for with these videos.
@abdullahihussein9389
@abdullahihussein9389 7 ай бұрын
good explanation. Highly appreciated.
@kurtisgibson2929
@kurtisgibson2929 7 ай бұрын
This is an amazing anger as I'm unsure how to adjust it so that objects to take up. Multiple cells are able to be accounted for. Is anyone able to to give advise?
@YouCodeThings
@YouCodeThings 7 ай бұрын
This is an exceptional video. Thank you for making this!
@seanmeyer6436
@seanmeyer6436 7 ай бұрын
I'm new to godot and maybe I missed something but I cannot figure out how the GRADIENT portion works at the end of the video. Is this a separate node I need to create myself and somehow plug into this shader? Thank you for the video, it was fun to follow along
@MartinDonald
@MartinDonald 7 ай бұрын
Thanks for watching! I'm just using the procedural gradient texture that Godot ships with. You can create one by clicking on an empty texture slot and selecting "New GradientTexture1D".
@noamrtd-g4f
@noamrtd-g4f 7 ай бұрын
Watched more than 3 hours of implementations and explanations about wave function collapse, Can confirm that this one was the best from every aspect, Thank you!.
@SethPentolope
@SethPentolope 7 ай бұрын
As you mentioned, adding weights is important for a more practical usage. You can go a different direction if you really lean into depending on weights. You can have cells that are not adjacent weigh in on what cell type a cell should be. This can help limit behavior like too many house cells or never having a large ocean, since you can have ocean cells make other ocean cells very likely to be chosen if they are nearby or in certain land/ocean patterns. You could even add a property to your ocean cells indicating the depth, which affects the probability of other cells (no land cells within X cells of a X-hundred foot deep ocean cell).
@antonsimkin
@antonsimkin 7 ай бұрын
it worked on my blender made terrain, but trail is flipped on other, downloaded terrain why would that be?
@rusticrick999
@rusticrick999 7 ай бұрын
Same result with the game Minesweeper.
@antonsimkin
@antonsimkin 7 ай бұрын
imma use it in godot 4
@antonsimkin
@antonsimkin 7 ай бұрын
i failed
@antonsimkin
@antonsimkin 7 ай бұрын
nah i succeded. but my snow became brown from dirt for some reason
@JustYesntMan
@JustYesntMan 7 ай бұрын
where is blender script link
@xomvoid_akaluchiru_987
@xomvoid_akaluchiru_987 8 ай бұрын
I saw the Bad North inspired island generation in the thumbnail :) Love the game! I can understand why Oskar is so stuck on the idea (He keeps going back to it on Twitter)
@diegoantoniorosariopalomin4977
@diegoantoniorosariopalomin4977 8 ай бұрын
The multi layer distance field blew me away
@vinhnguyen-o5z
@vinhnguyen-o5z 8 ай бұрын
shitass simple algorithm named like some new quantum mechanic exploits
@theman7050
@theman7050 8 ай бұрын
Wow, your content is next level!
@FishSticker
@FishSticker 9 ай бұрын
Why is it called wave collapse though, just for it's conceptual similarity to quantum stuff