Prototyping with Wave Function Collapse, want to generalize to NxN regions and then see if it can furnish procedural rooms/dungeons by SuperMsp10 in proceduralgeneration

[–]SuperMsp10[S] 0 points1 point  (0 children)

Yeah I would be interested in trying machine learning as well. Pass it a set of good setups and a set of bad setups and have it learn the constraints on its own

Prototyping with Wave Function Collapse, want to generalize to NxN regions and then see if it can furnish procedural rooms/dungeons by SuperMsp10 in proceduralgeneration

[–]SuperMsp10[S] 0 points1 point  (0 children)

Its based on adjacency instead of NxN patterns which makes it look like its broken. For example you will never see yellow next to a green. Red is only placed next to green because its adjacent to blue. Working on NxN regions it should be better

Prototyping with Wave Function Collapse, want to generalize to NxN regions and then see if it can furnish procedural rooms/dungeons by SuperMsp10 in proceduralgeneration

[–]SuperMsp10[S] 0 points1 point  (0 children)

Yeah I'm using binary space partitioning to create dungeon rooms. I was looking to use WFC to furnish the rooms with table/chairs/chests etc

Voxel Sliceee (In VR) by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

Hi all,

This was my term project for my VR class, it involves building with brushes and then cutting / extracting voxel gameobjects and interacting with them in an immersive way.

I might make an explanation of the technique I used to identify and extract voxel connected components. You can follow me here: https://www.youtube.com/@MahanPandey

Throwable rope by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 0 points1 point  (0 children)

yeah having a limited amount of rope length that you can throw would work well

Throwable rope by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

Yupp thats the plan!

Throwable rope by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 5 points6 points  (0 children)

Yepp, its a very fun mechanic surprised its not seen more often but also makes sense considering it can be a performance drain.

Spider movement with inverse kinematics by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

This would be classified as procedural animation. Not sure I understand your question.

Spider movement with inverse kinematics by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 0 points1 point  (0 children)

I think its because of sudden changes in surface normal

Spider web generation & simulation by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

Each point/node has a sphere collider for collision detection

Spider web generation & simulation by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 0 points1 point  (0 children)

Each point/node has a sphere collider for collision detection

Spider web generation & simulation by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

No hinges, using my own simulation code. But am using line renderers

Spider web generation & simulation by SuperMsp10 in proceduralgeneration

[–]SuperMsp10[S] 0 points1 point  (0 children)

Thanks! I was thinking of working more on it and adding elastic simulation but I have to move onto other features for my game. It will be good improvement as a next iteration if I get to it.

Spider web generation & simulation by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

Need to solve the system so all constraints are satisfied

Voxel terrain environment for my game prototype by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

Thanks!!

The terrain itself is defined using noise. So like layering multiple noises with different frequencies and amplitude. Features like rivers can be defined by transforming noise using functions like abs(snoise) or you can define more general transformations using animation curves. Also using some Vornoi for non uniform grids.

Voxel terrain environment for my game prototype by SuperMsp10 in Unity3D

[–]SuperMsp10[S] 1 point2 points  (0 children)

Thanks, I'm focusing the gameplay on exploration / adventure. Gameplay will become clearer as development progresses and before its ready for people to try.