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Infinite procedurally-generated city with the Wave Function Collapse algorithm

marian42.itch.io

101–110 of 145 posts

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#102
post #9

I 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?!

Something like this I think would be better suited to something like an infinite roguelike or even an idle game perhaps.

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#103

It's strange, but for many, many years (40 at least?), I have had dreams that are in places like this. Endless halls, rooms, corridors, and so forth with no exit. It is really oddly triggering to run around in this thing.

My experience as well... like.. i'm almost convinced my brain does something similar to fill my dreamscape..

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#104
post #37

Earlier quoted context omitted.

I’m too lazy to copypasta the links. Can you please reformat to make them clickable?

That's not what "copypasta" means, you're thinking of "copy and paste." "Copypasta" is when you copy sections of code from one or more program's source code and paste it into another, trying to pluck specific functionality from them, and create a mess in the destination program doing it.

While a clever interpretation, that's not what copypasta means. It's literally a permutation of the phrase 'copy and paste'; popularized on 4chan, as a term for posts that would be repeatedly copy/pasted.

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#105
post #37

Earlier quoted context omitted.

I’m too lazy to copypasta the links. Can you please reformat to make them clickable?

That's not what "copypasta" means, you're thinking of "copy and paste." "Copypasta" is when you copy sections of code from one or more program's source code and paste it into another, trying to pluck specific functionality from them, and create a mess in the destination program doing it.

What the fuck did you just fucking post about me, you absolute beginner? I'll have you know I worked for ten of the biggest silicon-valley industry companies, and I've been involved in over two hundred top secret projects including NodeJS. I am trained in refactoring the most fucked up code, and I'm the top C++er in the entire fucking internet-connected universe. You are nothing to me, but just another IP. I will fucking revoke your commits from your gitlab account with absolute dedication using only one Rasperry Pi client. Mark my fucking words. You think you can get away with posting that shit on one of my numerous very personal blogs? Your devices are fucking bricked, kid. My attack software can be anywhere, anytime, and it is tasked to remove your entire git contributions from planet earth. Not only am I extensively trained in remote cross-firewall device-hacking, but I have access to over 100 of the United States CIA and NSA git repositories. If only you could have known what doom-bringing C-one-liner you have raised from my fucking hands, maybe you would have held your fingers. But you could not. You did not. And now you're paying the price, noob. I will hail havoc upon your puny online-presence and you will drown in your own badly designed software. You're fucking offline, kiddo.

(I think the Navy Seal copypasta and it's variations is the most popular example: https://knowyourmeme.com/memes/navy-seal-copypasta )

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#106
post #70
post #63

Earlier quoted context omitted.

I’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!

I haven't designed levels, but playing maps across a few games, I'm constantly amazed at how well small details are thought out. A seemingly random crate actually blocks off a line of fire that would give one team a major positional advantage; a tree breaks up the line of sight between two objectives; a decorative fire provides visual cover in an otherwise overly open lane; a curved passage has exactly the right prop…

On big budget games like Call of Duty, some of the multiplayer maps would be very finely tuned over thousands of hours of testing. A friend and I play regularly (just us against bots) and not a session would go past without either of us remarking that they'd nailed the maps. There's nowhere you can truly dominate a map. Everything has been tweaked to balance it all.

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#107

It's strange, but for many, many years (40 at least?), I have had dreams that are in places like this. Endless halls, rooms, corridors, and so forth with no exit. It is really oddly triggering to run around in this thing.

I came here to find your comment. All the vivid dreams I have are either 1) resitting an exam from 20 years ago and being completely unprepared for it or 2) running around in an endless dreamscape that is created by taking a known familiar area like a university, my local neighbourhood or a shopping centre and then scaling it up by using exactly this Wave Function Collapse algorithm. Funny thing is I can't backtrack in my dreams either.

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#108
post #104

Earlier quoted context omitted.

That's not what "copypasta" means, you're thinking of "copy and paste." "Copypasta" is when you copy sections of code from one or more program's source code and paste it into another, trying to pluck specific functionality from them, and create a mess in the destination program doing it.

While a clever interpretation, that's not what copypasta means. It's literally a permutation of the phrase 'copy and paste'; popularized on 4chan, as a term for posts that would be repeatedly copy/pasted.

There's something special about it when applied to code though. Spaghetti code that's been copy/pasted is, in particular, quite worthy of being called "copypasta".

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#109
post #63
post #9

I 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?!

I’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!

If the level was ever changing and expansive it wouldn't matter if one side has a major advantage. Balance is important for small amounts of limited maps, balance is not so important when you have infinite maps and someone might never encounter that same setup as before after hundreds of games. Plus it will be way harder to find advantageous points to utilize when you have to find that spot through observational skills, rather than seeing somebody else use it or kill you from it and copying them.

It is definitely a different play style this way, but im sure many people would have a preference for it.

Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm

#110
post #63

Earlier quoted context omitted.

I’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!

If the level was ever changing and expansive it wouldn't matter if one side has a major advantage. Balance is important for small amounts of limited maps, balance is not so important when you have infinite maps and someone might never encounter that same setup as before after hundreds of games. Plus it will be way harder to find advantageous points to utilize when you have to find that spot through observational skil…

> but im sure many people would have a preference for it.

hardly, for shooters it will become very frustrating very fast, because a lot of the time you're going to get outrandomed rather then outskilled.

I mean I don't get why everyone is focusing on shooter style games, this would be really great instead for assassination games or hide&seek games, including path findings, runners, treasure hunt etc.

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