This is great. Can you Please and thank you port it to the vive? Edit: this might not be too hard. It’s open source and has instructions for loading it into unity. You might just have to add the vive camera and toolkit.
Infinite procedurally-generated city with the Wave Function Collapse algorithm
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Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#32I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!
Are the combatants channelled into the same area? If not you end up with a game of “needle in the (forever growing) haystack”.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#33I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!
As someone who already has an abysmal sense of direction (I basically never play 3D games because I'm just always lost), this is my nightmare.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#34I've been working on similar (but much simpler and 2d) algorithm, and the gist of it was:
- divide infinite world into 2d chunks of constant size that easily fit in memory
- when player is nearby - deterministicaly generate edges of the visible chunks basing on perlin/simplex noise and random number generator seeded with the world coordinates of the chunk
- fill the chunks basing on 2d markov chains trained on hand-crafted map, starting with the edges going inwards
It needed a lot of training data to produce something that makes sense with even small number of possible tiles, so in the end I just generated everything with simplex/perlin noise and some heuristics.
I guess instead of markov chains I could use explicit rules to fill the chunks, like this seems to do.
But it had the advantage that it was very fast - because you didn't need to remember everything from the starting place of the player. You could teleport 1000 screens left, and then back, and everything worked fast and regenerated everything the exact same way.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#35I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#36Does this remember what’s been generated if you come back to an area you’ve been before?
Yes, it does. However the algorithm is not deterministic. If you close the game and start it again, you will see a different world.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#37Here's a collection of relevant links for the lazy: * Animated gif: https://twitter.com/marian42_/status/1061785383057440768 * GitHub page (demo in Unity): https://github.com/marian42/wavefunctioncollapse * Original Wave Function Collapse Algorithm: https://github.com/mxgmn/WaveFunctionCollapse
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#38Here's a collection of relevant links for the lazy: * Animated gif: https://twitter.com/marian42_/status/1061785383057440768 * GitHub page (demo in Unity): https://github.com/marian42/wavefunctioncollapse * Original Wave Function Collapse Algorithm: https://github.com/mxgmn/WaveFunctionCollapse
I’m too lazy to copypasta the links. Can you please reformat to make them clickable?
GitHub page (demo in Unity) https://github.com/marian42/wavefunctioncollapse
Original Wave Function Collapse Algorithm https://github.com/mxgmn/WaveFunctionCollapse
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#39Earlier quoted context omitted.
Are the combatants channelled into the same area? If not you end up with a game of “needle in the (forever growing) haystack”.
You could throw in some magnets there, like a flag whose position is known and has to be captured before the other team does it.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#40I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!