Put the speakers in front of the stage directed towards the audience. Use a proper microphone with lets say a heart shaped input. Then a person who understands what is gain and volume. If these 4 things are done it is extremely easy to get good audio anywhere. When some of these are lacking, the person has to be extremely close to the microphone, or the microphone/speaker stand has to be situated into a place where the speakers cannot blow right into it. I worked at a place where this was a problem when the stage was lifted up, it was super annoying because training people who are speaking was not really possible.
@nicksouthcote88262 жыл бұрын
@@Achelon did you mean cardioid?
@arcan762 Жыл бұрын
For anyone wanting a better quality version of this exact same talk (same presentation with same slides etc.) search for "Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'"
@giampaolomannucci82814 ай бұрын
@@arcan762 Hero.
@nickmaxwellambient66155 жыл бұрын
Brian Bucklew is the man. One of my favorite developers.
@nexovec3 жыл бұрын
The audio sounds like if it was procedurally generated :D
@juantesino77645 жыл бұрын
Live and Drink!
@cromdesign14 жыл бұрын
I tried before to create my own version but failed. I watched this video and found a tutorial online and was able to create a working version. WFC in its base seems like a simple auto tiling algorithm. The descriptions of how it works in all its forms are quite complex.
@f0kes323 жыл бұрын
Did you do an overlapping version?
@f0kes323 жыл бұрын
Can you give a link to the tutorial?
@pedroprobst52303 жыл бұрын
It's indeed a hard algorithm to implement from scratch.
@benjaminpattison19073 жыл бұрын
@@pedroprobst5230 I can attest. I've been trying to port the original C# to GDScript for the Godot engine.
@Osse223 жыл бұрын
Amazing lecture, thanks for posting.
@westwind10593 жыл бұрын
I knew it! I've got a hunch, reading about how there were some Golgotha levels below final one and it looked to me like a function with smooth transgretion of values.
@MrAthoOome5 жыл бұрын
wow that's insane
@RobertoMaurizzi5 жыл бұрын
Tile constraining would be much better to generate "finished" and more human-like maps, since you can put doors, windows, furniture... In addition the output size and so algorithm memory and time use tends to be smaller (lower number of bigger tiles)
@heroclashes9413 жыл бұрын
can somebody provide link or implementation of it because I don't think I've heard of such thing
@tullman3craggs1022 жыл бұрын
Damn I got caves of cud it's good game awesome to hear from the Dev seems knowledgeable
@Hemebond5 жыл бұрын
I spy a Dungeonmans
@djbanizza4 жыл бұрын
fantastic algorithm
@42yeah5 жыл бұрын
He's got magnificent beards
@ItsJustAstronomical3 жыл бұрын
This algorithm was not invented by Maxim Gumin. It is the same as the Model Synthesis algorithm published almost a decade earlier by Paul Merrell.
@dandymcgee2 жыл бұрын
Is that the Github office?? I swear I've been in this room before. Haha.
@cr69254 жыл бұрын
Looks interesting. If only I could hear it. Gave up. Did you not think to check the audio before posting?
@voidling2632 Жыл бұрын
:( can't understand a word
@TheBlenderblob2 жыл бұрын
how is 'wave function collapse' different to an n dimensional markov chain?? litteraly name one difference please.
@jouethrougha7542 Жыл бұрын
none of these words are in the bible
@diadetediotedio691811 ай бұрын
Read the paper bro. But in short, to name one difference, markov chains are memory-less and based on matching neighbors sequentially (generally). This algorithm is about entropy reduction via collapsing cells, in terms of a markov chain you can think of it as having the matching pairs but instead of just sampling them, you sample the cells with the more stable information one-by-one until the entire map collapses.
@andrewherrera77354 жыл бұрын
I thought machine learning in unity would be used for stuff like this but all I see is people using it for lame things like pong or driving a car on a road.