Earlier quoted context omitted.
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".
I have never seen the term being used in programming (for code) this way to refer to spaghetti code. Unless your definition caught on, using it that way would just confuse people, because copypasta already means something else.
Infinite procedurally-generated city with the Wave Function Collapse algorithm
121–130 of 145 posts
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#122Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#123Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#124Earlier quoted context omitted.
There's a book called "Possible Palladian Villas" which gets into procedurally generated houses (in the style of Palladio), and that kind of thing came up—they'd run their algorithm to generate some houses, and then notice details in what was generated that were just... off. Not impossible, just... not quite right, either. Things you wouldn't think about unless you saw plans for a house that didn't consider it. So th…
I assume McMansion builders use the same design process.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#125Earlier quoted context omitted.
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…
Compared to Fortnite, where every match is a unique experience with the addition of player-crafted buildings, and the static game map is under constant transformation each season.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#126So, does this algorithm need to remember all already decided tiles forever to be consistent? Or to recalculate everything from the start each time you teleport? I'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…
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 have been to because the result would be different. If you do chunks and generate the edges first, you could run into a situation where it's impossible to fill the chunk based on it's edges. For generating terrain, using noise functions makes…
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#127Anyone have any experience applying this to the generation of time series data? It's easy enough to generate random time series data but this looks like a promising way to generate interesting signals with prescribed shapes or features while still being "random".
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#128Earlier quoted context omitted.
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 have been to because the result would be different. If you do chunks and generate the edges first, you could run into a situation where it's impossible to fill the chunk based on it's edges. For generating terrain, using noise functions makes…
You'd use something like Perlin noise to seed whatever makes the decision about which tile to pick. Perlin noise is deterministic, so it's perfect to generate from the (x,y,z) of the tile & you can be certain that the location will resolve to the same tile if you recalculated the area from scratch. Divide up your world into areas, and force the centre of the area you're in and adjacent areas before filling out the ar…
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#129The key problems with Wave Function Collapse tend to be that it gets exponentially slower as the area you need to collapse increases, and that it easily gets "stuck" (i.e. finds an combination of tiles that cannot be resolved, and has to backtrack arbitrarily far).
I assume the speed is solved by operating only on new chunks at the edge of the explored space, but backtracking across chunks seems... painful.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#130Earlier 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.