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@sebastiendeseille9890
@sebastiendeseille9890 11 күн бұрын
Hello, I just finished your vlog on Procedural Generation. I really appreciated your explanation of the algorithm. Thank you very much.
@romeolz
@romeolz 13 күн бұрын
Microtonal jumpscare
@paulbarth3851
@paulbarth3851 13 күн бұрын
i thought this was about bloons td the maps looks just like something out of btd battles
@TheHombresinombre
@TheHombresinombre 15 күн бұрын
Woah, 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.
@TheGreatLaveen
@TheGreatLaveen 18 күн бұрын
Love the video, you are great at explaining! Thank you for teaching us!
@unluckyyooo6598
@unluckyyooo6598 Ай бұрын
I wish I can cite this video somehow. So much juice.
@wakkosick6525
@wakkosick6525 Ай бұрын
wave function collapse is how god does it.
@JakubSK
@JakubSK Ай бұрын
Just use prefabs.
@CadeVoidlighter
@CadeVoidlighter 2 ай бұрын
Excellently made video!
@OxAA00
@OxAA00 2 ай бұрын
Wow 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!
@radivarig
@radivarig 2 ай бұрын
Could you set the seed of each tree to depend on the neighbor cells so it stays the same once all the neighbor cells are generated?
@chtechindustries4174
@chtechindustries4174 2 ай бұрын
I see why it’s called wave function collapse. Each tile has multiple possibilities, but then it becomes one, influencing other probabilities. With a quantum particle, it can have many possibilities, until it collapses into one of them, effecting other states. So, ultimately, this is the same, and could be a good method for large-scale modeling of quantum systems. While not as accurate (less domains), it could be used to approximate what you can do. With simple atoms, you can even have the same domain, and using this simulate different pours probabilistic outputs. From there, try to change starting conditions unti it does what you want. You now have a general idea of what to do to make a similar system. Wouldn’t design a quantum computer, but could provide a starting point, and that’s a start!
@AuditorsUnited
@AuditorsUnited 2 ай бұрын
i made a system that you run in any unity scene and it it makes a database on gameobjects relationships with other game objects. and can be used in a none tile based system .. all you have to do is choose a gameobject and use the database to statistically see what's connected to it or near it and where and how many objects and can be used in procedural generation i can give you the link to the code if you wanna experiment
@Karlthuluu
@Karlthuluu 2 ай бұрын
Great video! Looking forward to seeing your code and implementation! Especially looking forward toward how you handle entropy!
@JiggyQ12
@JiggyQ12 2 ай бұрын
These 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
@cjhacker8367
@cjhacker8367 2 ай бұрын
hi dad
@dvgen
@dvgen 2 ай бұрын
hi son
@AnotherDuck
@AnotherDuck 2 ай бұрын
I'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.
@xylvnking
@xylvnking 2 ай бұрын
10/10 video
@BismuthBorealis
@BismuthBorealis 2 ай бұрын
overlapping 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
@PsiborgJhin
@PsiborgJhin 2 ай бұрын
this is cool, it feels like a step up from a Perlin noise generator, but personally, I want to see more logical procedural generation that generates more coherent structures (shear-face cliffs that overlook oceans, cities that have roads to support infrastructure like a mountain passes that connect to mines). or an inland city without a body of water having water towers or wells.
@rainbrain8460
@rainbrain8460 2 ай бұрын
2:33 Yes, I know what you're talking about😆
@Jebula999
@Jebula999 3 ай бұрын
I've climbed on the game dev bandwagon quite recently, Fell down the rabbit hole of world gen. Came across your video and the result you get at 23:40 is AMAZING and would love to have something similar in Godot. Been trying to find information on how to implement on Godot but the info is scarce. I got excited when you mentioned you will do a walkthrough and share your code in your next video, then I saw this was posted +- 10 months ago 😭 Will an update to this video still be coming out?
@user-fn8wl8de9f
@user-fn8wl8de9f 3 ай бұрын
Amazing! Waiting for the next video
@MrSpaceMees
@MrSpaceMees 3 ай бұрын
i had the idea that they could use this to generate the base plate/bedrock in minecraft. this way you could get more height in the terrain generation without having to render more vertical chunks to get higher terrain
@nil0bject
@nil0bject 3 ай бұрын
how to add a seed(or something?), so that generation is reproducible?
@PicturesqueGames
@PicturesqueGames 3 ай бұрын
2:00 i'm gonna stop you right there buster. only thing you need for that angling is an oblique camera projection with Y axis being tilted.
@matthewboyd8689
@matthewboyd8689 3 ай бұрын
The maximum artistic control for procedural generation is training an AI in how you want your tiles to be set up and grouped by giving it a few examples and then letting it do its job and then if it ever deviates from what you want, you just need to give it a few more examples until it works right. Or at least thats my plan.. (said the ambitions of a non coder using Chat GPT 4)
@newogame1
@newogame1 3 ай бұрын
Still scratching my head
@FH-cn3mg
@FH-cn3mg 3 ай бұрын
Wow, I am wondering if you could take a sample of perlin noise and add constraints for color connections at some large interval, to make large shapes, something that might be considered continents or fault lines, then use those pre-gen'd lines to set the initial tilesets for any tiles they overlap. This could set the initial constraints and then create interesting land features like canyons or mountains in a way that looks like mountain chains or large canyons from rivers. Then layer in the types of 'terrain' or 'biome' or whatever type of texture you want after the initial landforms are generated. It gets me to thinking if you could transform these from cubes into triangles to get a more natural feel to terrain, a more rounded mesh or whatnot, or maybe generate the mesh at a high resolution and then add a smoothing modifier at the end to make nice curves for things like mud, sand, or earth, and keep it blocky for things rock or sandstone.
@iskamag
@iskamag 3 ай бұрын
the code at 4:18 is too cursed
@noahk3496
@noahk3496 3 ай бұрын
So basically minesweeper
@bikgamer
@bikgamer 3 ай бұрын
Minecraft doesn't use voxel based rendering technic. It uses polygon rendering to display each voxel as a cubic "block"
@resdek2246
@resdek2246 3 ай бұрын
This video is awesome. Please keep making them.
@mrkefirek9
@mrkefirek9 3 ай бұрын
I didnt understand anything :(
@timtam3262
@timtam3262 3 ай бұрын
Need the next video and the code
@lilithstardust7359
@lilithstardust7359 3 ай бұрын
I can't help but imagine what layers of this algorithm might turn out like; general environments and landmasses picked like modules to adhere to realistic rules, then those modules themselves turned into smaller collections of tiles that have rules for creating gradients between environment tiles, then the actual map tiles could be inside of those tiles. If done properly it could be a really fast way to procedurally generate planets and still have a lot of creative control over the player's experience. I'm definitely gonna have to play around with this when I get a chance.
@clamhammer2463
@clamhammer2463 3 ай бұрын
you can als use dynamic rarity. Depending on the count of ajdacent twin, the spawn chance is lowered. so you can turn up or down features ponds and lakes filling up your whole terrain. You could also use that to generate more realistic biomes like sandy deserts or forrested areas.
@Knight_Kin
@Knight_Kin 3 ай бұрын
Really interesting stuff. Thank you for this.
@Suzuki_Hiakura
@Suzuki_Hiakura 3 ай бұрын
8:45 I understand your interest in pixel art. I actually drew, with MS Paint and a regular mouse, some pixel art trees for my game project back in high school. Looked amazing, but I struggled making altered ones to "animate it", so I never finished that game project assignment... it was like that with all my assignments actually... eventually took advantage of how the teacher would let us play games "after" we finished our work. Grade suffered, life went to **** after graduation, now in college with no scholarships yet and already part way through my second year. Had a 4.0 GPA though, for the first 4 classes... got a B- on some assignment as the teacher basically altered what they wanted (required examples from the textbook, not personal ones from me, like all classes before and after that one require)... then another B- later on a test which got the GPA down to 3.93... now it sits there... got all my eggs in the Academic Reprieve basket, so I can strike the 2 -A class grades from my record and restore the 4.0 GPA... would qualify for 4.0 scholarships then, so I could pursue the Engineering degrees I would need to do what I want for a living.
@zion6680
@zion6680 4 ай бұрын
Holy crap I just had an epiphany about how to pull this off in the worst way possible in UPBGE lmao, I'm gonna try it later today. Been struggling for three years trying to do procedural terrain like this inside of blender lol
@MagusArtStudios
@MagusArtStudios 4 ай бұрын
This is funny I post open source code about procedural generation and get this. Fortunately I've already implemented wave-function collapse but not on such a small scale perhaps i should write a new function to generate terrain using that method by generating 8x8x8 grid scale and applying the noise to the cell. Although I now realize i havent fully implemented wave function collapse perhaps by systematically constructing a grid and pick a random point and occupy each neighboring cell until the array is complete
@titastotas1416
@titastotas1416 4 ай бұрын
Idk why is it that people have to compare wave function collapse to voxels, I think they don't even compare. Here is why: voxels are simply a way to represent spatial data, like pixels but just with an extra dimension. Wave function collapse is an algorithm that takes an example set of data 2d or 3d and generates more of it. Voxels are a way to represent 3d data, and wave function collapse is an algorithm that can be used to generate this 3d data. The algorithm used in Minecraft to generate the world is Layered noise, and that is what can be replaced with the wave function collapse algorithm, you cant toss out voxels and in its place put WFC. Btw your video is great at explaining WFC.
@jarrettonions3392
@jarrettonions3392 4 ай бұрын
This is an amazing video on such an interesting topic!
@etmasikewo
@etmasikewo 4 ай бұрын
I messaged her to check in on her and she said okay. I asked if she was busy and she said game. I asked if I could join and she said
@xaracen7207
@xaracen7207 4 ай бұрын
i wonder if itd be beneficial to try perlin or other orderly noise generation to assign or adjust weights for various modules, for example if you use three channels for biomes and three different seeded noise maps for, oh, 5 biomes, 3 borders types for when two noise clouds meet, 2 rare biome type for when all three are present or not... biome 0,0,0 would be some empty barren landmass, biome 1,0,0 a lush plain, 0,1,0 a desert, 0,0,1 an ocean, 1,1,1 dense unpassable forest, with each channel influencing biome specific modules...
@kanashibarixperience
@kanashibarixperience 4 ай бұрын
cool!
@shehackedyou
@shehackedyou 4 ай бұрын
Ive heard this as monte carlo but I the name wave function collapse does sound cooler, would make a better band name for sure. I had already been experimenting with similar concepts for building p2p networks, and experimenting with bevy to help illustrate complex networks when streaming protocol development tutorials. I appreciate the guide, it will be helpful in creating a better educational vspace to work in. I guess like a whiteboard but 3D?
@juniperbelmont
@juniperbelmont 4 ай бұрын
The AI generated puzzle graphic at 0:46 is a beautiful disaster!! 😫
@dvgen
@dvgen 4 ай бұрын
"Beautiful disaster" seems like a good term for procedural generation too.
@mikemhz
@mikemhz 4 ай бұрын
I've been interested in procedural textures for a while. Imagine you have a pre-built world, and you want to make it look 'lived in' and 'aged' - like paths would be trodden, roads would develop potholes that would get repaired, wood would rot, and concrete would develop cracks, e.t.c. The constraints would be based on materials, weather, life cycles, and behavior patterns. It would be cool to give everything a base material texture, then paint the paths NPCs take every day, and tell weather systems to roll through... and then watch the world become 'detailed'.
@Frieren_Lienel
@Frieren_Lienel 4 ай бұрын
You require support, im expecting now that youve gotten one ?