Errors in this video: 1. At 2:10, I state that there are four neighboring white tiles. Obviously, there are actually five neighboring white tiles. 2. At 7:40, the random number generation is placed on line three. This should instead be inside of the for() loop on line four so that each value in the noise grid is randomized independently.
@clasherz_gut3282 жыл бұрын
deserves more attention, the way you explained this video makes it so useful. thanks a lot, i just implemented this into my 2d scrolling game and it is very cool
@survival_man77462 жыл бұрын
yeah I knew the caves shouldn't look spiky
@LineOfThy2 жыл бұрын
@@survival_man7746 uuuuuh that's not the problem here
@survival_man77462 жыл бұрын
@@LineOfThy yes it is, maybe we just don't see the same way what I call spikey cave because I did "cave"/"island"/"whatever you use it for" generation more than one time and I know what it is supposed to look like under normal circumstances
@LineOfThy2 жыл бұрын
@@survival_man7746 I don't know what you mean by spiky cave but I'll take your word for it.
@darkgecko55815 ай бұрын
Loved this video because it was just concept and not a walkthrough of any particular game engine or code. I've been working through a lot of Unity tutorials but my brain needed something meta level to see how the nuts and bolts actually work. Thank you kindly
@WhiteBoxDev5 ай бұрын
@@darkgecko5581 Glad you found it helpful. 🙂
@svenskazengrodan Жыл бұрын
I really appreciated all your map generation videos. Very pedagogical.
@sushismitcher22510 ай бұрын
It's really cool, but I'm having performance issues. I'm probably going to create a chunk system so that the tiles only have to check nearby tiles, but I'd love to learn about other optimisation methods. Great video!!
@123a1693 жыл бұрын
This was super informative! I never realised how simple implementing CA could be. Definitely going to give this a try to smooth out my maps.
@GbyP Жыл бұрын
I really needed this so I can finally understand my CS projects for class
@DrCaesarsPalace_MD Жыл бұрын
So cool!! In the pseudo code at 8min you would want to regenerate the random number for each (i,j) cell in the grid 👍
@chasehorton23243 жыл бұрын
Extremely high quality video, you deserve many more subscribers
@NikoKun6 ай бұрын
Neato. The maps this generates remind me a little of the level design from the old Sega Genesis game Sub Terrania.
@lln61235 ай бұрын
A very big thank you, I was able to rebuild it in my own little 2D engine and saving it as bmp. Next will be something like using Fragment-Shader instead saving and loading the image all the time...
@DaveDude3233 жыл бұрын
Thank you so much Klayton. This video has really helped me understand how cellular automata works, and it is by far the easiest to follow tutorial on this subject on youtube. I like how rather than just writing actual code and talking about it as you do it, you use pseudo-code and break it down to explain in detail what each step is actually doing. Now that I understand how Noise generation and Cellular Automata works, I'm confident that I can work on making my own script in Unity based upon your information in this video for use in the Cave -crawling game I'm making.
@andisarifi580510 ай бұрын
great video!
@shenshaw53452 жыл бұрын
Great explanation! Surprising how simple it is.
@axellacce14704 жыл бұрын
Really nice video. Your voice is clear and audible and your explanation are detailed an quite easy to understand 👌
@LKamodon Жыл бұрын
Great video! At 8:55 it was a bit confusing seeing the whole grid being re-generated from scratch as you narrated "you will notice as the iterations increases", maybe you could have increased the iteration counter by pressing 6 multiple times instead. I don't mean to be rude, just trying to provide a bit of constructive feedback. Thank you for making the video.
@WhiteBoxDev Жыл бұрын
Thanks for the feedback! Since the demos are not scripted like the rest of the video, my error-ridden brain takes over and thus we see some explanation quirks.
@NathoSteveo Жыл бұрын
Awesome video mate thanks
@jay_william17 Жыл бұрын
Nicely done tutorial
@marcuthdev11 ай бұрын
14:00 como você fez aquele ruído ficar assim? Estou há alguns dias tentando fazer algo parecido em TypeScript, mas sem sucesso. É para gerar cavernas em um jogo como Minecraft 2D
@mattzrsimon3 жыл бұрын
Dude. Great video! High quality explanations, editing and content. Keep it up.
@spartianaleck3 жыл бұрын
Really good video and really nice explanation of cellular automata! I even realised an error I made in a game of life type of game I created a while ago! Thank you and keep up the good work!
@felipecruz9567 Жыл бұрын
nice explanation
@monkey7218 Жыл бұрын
Hi! Great video :D I know this is quite an old video by now but, do you know why you get quite "jagged" walls a lot of the time? Any clues on how to fix that?
@sdbadik9 ай бұрын
For every wall cell, try to apply this: If the wall has 0 neighbors to the left or right, destroy it. If the wall has 0 neighbors to up or down, destroy it as well.
@atjoo53753 жыл бұрын
Omg, your explanations are so good. Even I can understand it.
@WhiteBoxDev3 жыл бұрын
Thank you!
@godfreyofbouillon9668 күн бұрын
I dont understand what am I doing wrong but if I apply this rule (wall if 5+ neighboors are walls, floor otherwise) and I start with roughly 50/50 or 60/40 initial distribution, after the very first iteration I'm left with huge floor-only map with very few walls around the edges. I've tried adding additional rule if zero neighbors are walls, become a wall, that I saw in some tutorial, in which case I end up with a map virtually undistinguishable from an initial random generation, maybe walls/floors distributed a bit more evenly but that's it. I really dont get it how you end up with such nice organic looking maps.
@daka.notatp Жыл бұрын
i followed the tutorial... and it works! but my maps are mirrored diagonaly, from upper left to bottom right, anyone knows why?
@nonameprojects11563 жыл бұрын
Wow, such high Quality! i also used a different Ruleset that worked better for me... if neighbour Count > 4, updated Cell is alive if neighbour Count < 3, updated Cell is dead else updated Cell is last Cell For me it makes the generation much Smoother, but great Video after all.
@paschalasobirionwu11833 жыл бұрын
What do u mean by last cell?
@nonameprojects11563 жыл бұрын
@@paschalasobirionwu1183 the Last state of the cell that you are calculating. It means basicly: nothing Changes with the cell.
@porcelainface78093 жыл бұрын
Great video, I have a question hope it's not too dumb but how would a dynamic size of the caves be implemented, like some are smaller some are bigger
@WhiteBoxDev3 жыл бұрын
The caves will naturally be different sizes, as demonstrated in the demo project. If you want to be able to have more control over the sizes, perhaps you could get a little creative and do something like: (1) Run the algorithm with a low wall density, which would result in a few large caves. We will call this gA. (2) Run the algorithm with a high wall density, which would result in several small caves. We will call this gB. (3) Using a flood fill algorithm, "erase" a few of the large caves from gA. Then, copy and paste those same areas from gB into gA. This would basically be replacing some of the large caves with several small caves, so you would have a mixture of both. That's just one method off the top of my head, I'm sure there are plenty other ways of going about it.
@CalumLindsay3 жыл бұрын
Hey super simple way to get this to run faster would be to use a double buffer instead of creating a new array on each iteration if possible! Not sure if that would be optimised out if this is being compiled but if not might give a decent boost!
@dualbladedtvrecords4383 Жыл бұрын
Unless you have huge maps (10k x 10k, or even more) then this boost is going to be negligible. And in those cases, the boost it gives would be far too low than the computation itself. And if you do get to the big numbers, then I think holding the whole map itself in memory is your next problem.
@umtbmt239511 ай бұрын
Thank you for your tutorial, but i don't quite get it what's the difference between step and iteration?
@WhiteBoxDev11 ай бұрын
I use the two terms interchangeably.
@민지홍-k8f2 жыл бұрын
Thank you! This video so much helpful to me, that was simple but strong enough!
@le_plankton4 ай бұрын
I love this video
@piercenathanlopez62853 жыл бұрын
I recently got in touch with this topic in my elective class, and found it exciting! Although, can I ask you about your thoughts regarding cellular automata in a polar grid? I recently want to implement a CA of that liking. :)
@WhiteBoxDev3 жыл бұрын
I don't have any thoughts about it because I've never thought about it! :) It would be an interesting project, though. Implementing CA on a polar grid looks like it would be more difficult than a cartesian grid. I glanced through a paper that talked about generating a model of a spinning hurricane from a top-down perspective. Pretty neat stuff.
@piercenathanlopez62853 жыл бұрын
@@WhiteBoxDev Can I get to know what paper you're talking about? Currently finding papers that have been using polar CAs as well to start with my project! :)
@darkfrei23 жыл бұрын
Thanks, it was very useful!
@WhiteBoxDev3 жыл бұрын
No problem!
@FacuDuck3 жыл бұрын
Hi, nice video, you know how to implement some kind of island gradient later on the generation?
@spectrecular97212 жыл бұрын
Any chance to get a tutorial on how to remove unconnected islands of a certain volume, and/or connect islands of a certain volume?
@WhiteBoxDev2 жыл бұрын
Unlikely, however thinking on my feet, I might do the following: 1. Use flood fill algorithm to scan all areas on the map and keep track of their volumes. 2. Average the position of each tile in each volume to get the "center tile" of each volume (or somewhat close to it). 3. If any volume is less than some threshold, then it should be either filled (eliminate it) or connected to the nearest volume. Hope this gives you an idea of how to go about doing this. I'm sure there are plenty of alternative ways, but this would be my first approach.
@spectrecular97212 жыл бұрын
@@WhiteBoxDev Thanks for the advice! I assume after performing a flood fill (but before actually filling in the cells), the volume would simply be how many elements were to be filled? That's a lot simpler than I thought it would be
@WhiteBoxDev2 жыл бұрын
@@spectrecular9721 Based on your term "volume", yes I figured you meant "group of similar cells". The actual connecting of distinct volumes would be up to your creativity. Glad to help. :)
@vaibhavpandey66403 жыл бұрын
hey u explained better than sebastin lague! hope I can implement something like this for my survival game made with pygame in python
@emmaccode Жыл бұрын
Nice. Well explained, good code. Thanks. This will be easy to reinterpret and implement :p
@zephguo1452 жыл бұрын
I have a question here that in apply_celullar_automoton function: If I do not count the type of the current tile itself in. Then the neighbor_wall_count should be 0 to 8. And that's 9 status, an odd number. If the thershold is N_W_C > 4, 0,1,2,3, 4 -> Floor 5,6,7,8 -> Wall The chance of a tile becoming FLOOR or WALL seems not ot be 50 : 50. Becasue of that, as the iteration goes, I get less Wall and more Floor. Within 10 times, they are most Floor. But if we count the tile itself in. Then 0,1,2,3, 4 -> Floor 5,6,7,8 , 9-> Wall the generating chances are the same. And I got the correct map by doing so. Or did i misunderstand something in the algorithm? (I apologize for my poor English level)
@WhiteBoxDev2 жыл бұрын
Whatever works for you, there is no strictly correct answer. If you count the tile itself and you like the result more for your particular use case, then feel free to do that. :)
@TheOneWithComments2 жыл бұрын
Maybe someone can help me with this... after implementing the cellular automaton my grid looks like the end of a game of snake. It looks very square compared to what it is supposed to be. The noise part seems to be working fine but its the cellular automaton part that seems to mess up. The only part of the algorithm i don't fully understand is the "temp_grid" part so I'm guessing that may be part of the problem.
@radiance_37k2 жыл бұрын
pseudo code: (hope this clarifies it) repeat for each iteration copy grid to temp_grid loop through each cell in temp_grid count number of walls surrounding cell if walls are less than 4, make this cell in grid floor else make it a wall Basically you are checking the neighbours in temp_grid and changing the original grid accordingly.
@diligencehumility69713 жыл бұрын
Really helpful
@ankanroy29312 жыл бұрын
hey in line 7 and 8 what are the ...(3 dots) doing
@shenshaw53452 жыл бұрын
you're checking the previous & next value of both width & height
@Microbex3 жыл бұрын
Thanks a lot mate. :)
@numero7mojeangering3 жыл бұрын
Need quantum computer to make this algorithm faster
@haiweihe873711 ай бұрын
it can be gpu accelerated like neural cellular automata
@noahbrunner34313 жыл бұрын
in what coding language is it written
@WhiteBoxDev3 жыл бұрын
The demo in the video is written in Lua.
@noahbrunner34313 жыл бұрын
how to use it in godot
@pbthroggy Жыл бұрын
@@noahbrunner3431 The code in the video is psuedocode, you just need to know how to code in GDScript. Take a Computer Science class for the basics of code logic.
@pbthroggy Жыл бұрын
@@noahbrunner3431 You can also try teaching yourself, I would recommend Crash Course in Python as a starter.
@piago14573 жыл бұрын
what are i and j?
@stormfath3r7542 жыл бұрын
I don't know if you still need an answer to this but, for anyone who does it's the initialization value of the for loop. i=1 in the for loop means your loop starts at 1. Any time you call i in the for loop it will return the value the loop is on. So if i=1 then it runs three loops when you call i it will return 3.
@FungIsSquish3 жыл бұрын
I had no idea dwarf fortress used cellular automata!
@willculpepper96373 жыл бұрын
The nested loops will continue until morale improves