Viewing profile — marian42
marian42
HN member- Joined
- Tue, Nov 13, 2018, 8:53 PM UTC
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About marian42
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Recent public activity
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Comment #18450105
If you have two adjacent chunks, collapsing one will impose constraints on the other one. Even if the RNG part is deterministic, as you suggested, the result will be different depe…
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Comment #18446005
Each block has a probability of being selected. You could make this probability location dependent, for example by sampling a noise function. That way you get something like biomes…
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Comment #18445943
In the algorithm as it's described on that page, nothing is returned in case of a failure. I first implemented it so that single blocks would fail and a white cube would spawn at t…
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Comment #18445528
If you (or someone with a Mac) wants to create a build with the Unity Editor, I'll add it to the itch.io page.
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Comment #18445515
This is exacly it. Collapsing one area changes the possible blocks for nearby areas. If you use the same seed, you can still get different results by exploring places in a differen…
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Comment #18445384
My implementation keeps the entire world in memory, forever. This is obviously not desirable, but I didn't figure out a way around it. You can't generate a place again that you hav…
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Comment #18444874
Since the algorithm is not deterministic I imagine it would be a nightmare to make all clients see the same world. But I agree it would be fun!
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Comment #18444842
I don't currently have access to a Vive, but I worked with it earlier. All that needs to be done is add SteamVR to the project and hook up teleportation. That's it.
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Comment #18444828
Yes, it does. However the algorithm is not deterministic. If you close the game and start it again, you will see a different world.
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Comment #18444823
You're right. There is backtracking in the demo and when it happens it looks quite eerie. The world around you just decides it wants to look different and changes.
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Comment #18444813
In my case, the probabilites for each block are supplied manually.