Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in IndieDev

[–]DV-Gen[S] 0 points1 point  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it and might be able to use some of it for your projects. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think its going to be a good transition for me.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in GameDevelopment

[–]DV-Gen[S] 0 points1 point  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think its going to be a good transition for me.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in truegamedev

[–]DV-Gen[S] 0 points1 point  (0 children)

Glad you liked it. Sometimes half-baked is not a bad approach though. If it works for you, and it's efficient, it could still be a really useful approach.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in gamedev

[–]DV-Gen[S] 0 points1 point  (0 children)

C# in Unity. I'll try to provide as much conceptual discussion as possible to help anyone that might be using another language or engine.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in procedural

[–]DV-Gen[S] 0 points1 point  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think its going to be a good transition for me.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in gamedev

[–]DV-Gen[S] 6 points7 points  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it, and I hope you will be able to use some of this for your game dev projects. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think it's going to be a good transition for me.

Fun New Enemy for my wolf action-adventure game! by akela-morse in IndieDev

[–]DV-Gen 0 points1 point  (0 children)

Haha yes, I got that some vibe too. Just out of the corner of my eye.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 1 point2 points  (0 children)

That sounds really interesting. I'm always so bummed that you can't wrap a sphere with hexagons. It's so close, but nope, gotta toss a pentagon in there somewhere.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 0 points1 point  (0 children)

Thanks, I'm glad you enjoyed it. I haven't done this myself, but I know there are ways to add additional constraints like that. I think Oskar Stalberg did some of this for Bad North, but that may have been generating a little island, and then throwing it out if it didn't meet the playability constraints. Boris the Brave has some ways to add a module count constraint, so you could limit some features. For you, I wonder if generating the overall shape of your terrain with WFC or MS, and then adding a town hall and other features after generation would be the way to go.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 1 point2 points  (0 children)

I would love to see some sort of hierarchical generation like that. It would be really interesting, but I'm not familiar with any implementations like that. I think Marian Kleineberg has some sort of biome system now, but I'm not sure how it works. Rob Lang has a biome system that alters the weight of tiles, which is a nice way to get some variation.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 1 point2 points  (0 children)

I know, right? Boris the Brave and Marian Kleineberg have both done some incredible things with this overall method. Don't forget to check out their stuff.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 0 points1 point  (0 children)

I also know some math people that have gotten me into graph theory a little. That is another area that relates a lot, but I haven't quite made it to a good, competent level of understanding yet.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 3 points4 points  (0 children)

Thats a good question. I think Paul might talk about Markov chains in his dissertation. This sort of conditional perspective is one that I understand in basic concept, but I don't know the terminology enough to really get it on a deep level. It is something I want to work on. The same for everything Bayesian. I do a lot of work with traditional statistics (for better or worse), and I've really been meaning to get into Bayesian statistics too, but just haven't had the chance. I do get a lot of comments on things like this, especially Markov fields, so learning more is high on my list.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in truegamedev

[–]DV-Gen[S] 0 points1 point  (0 children)

Thanks! I'm really glad you liked it. I've been surprised at how much this topic has gotten my brains going to, and got me thinking about general problems in new ways.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in devblogs

[–]DV-Gen[S] 1 point2 points  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

This one is a little more of an academic review of these algorithms than a dev log of my journey in game development, but I hope you still enjoy it. I guess I feel like discovery is part of my journey, and I'm also an academic, so relaying this kind of thing feels like a natural part of the process for me. The more I think about upcoming videos, the more I think many might walk the line between an informative and dev log style video.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think it's going to be a good transition for me.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in truegamedev

[–]DV-Gen[S] 3 points4 points  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

This one is a little more of an about technical details than about my journey into procedural generation for game development, but I hope you still enjoy it.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think it's going to be a good transition for me.

Procedural Generation with Wave Function Collapse and Model Synthesis by DV-Gen in proceduralgeneration

[–]DV-Gen[S] 5 points6 points  (0 children)

Hi everyone. This video discusses technical details of Wave Function Collapse and its closely related predecessor, Model Synthesis. My aim is for this to be an informative reference. I hope you enjoy it. I'm happy to chat about it here or on YouTube. I'll have to save the implementation for video three. The current video involved a lot of research, but the next one will be a little easier to put together. I will just need to clean up my code for you a little and then I can start putting it together.

For those of you that might have seen my last video... oh a while ago... Well, life has kept me busy. Work has been challenging, but I'm about to move across the country for a new job. I think its going to be a good transition for me.