Edit: Scratch that it does run. I got scared away by the message about webgl builds not being supported on Mobile.
Townscaper Running in the Browser
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Re: Townscaper Running in the Browser
#12Impressive. Would be more impressive if it ran on mobile browser, though. Edit: Scratch that it does run. I got scared away by the message about webgl builds not being supported on Mobile.
Re: Townscaper Running in the Browser
#13Re: Townscaper Running in the Browser
#14Here a very interesting talk by Oskar Stålberg where he explains how this works: https://youtu.be/1hqt8JkYRdI
Re: Townscaper Running in the Browser
#15Here a very interesting talk by Oskar Stålberg where he explains how this works: https://youtu.be/1hqt8JkYRdI
And here's another, slightly more technical talk from him about the "wave function collapse" algorithm he uses for procedural generation in his games: https://www.youtube.com/watch?v=0bcZb-SsnrA
What I really like about this is that the base grid is not straight. Therefore the buildings are arranged in a very European style.
Re: Townscaper Running in the Browser
#16Re: Townscaper Running in the Browser
#17Re: Townscaper Running in the Browser
#18Wow, the entire town is URL encoded!! Example: http://oskarstalberg.com/Townscaper/#IzpjOEQ0ejP2X9w-b--c-X-...
Re: Townscaper Running in the Browser
#19It takes about 90 seconds to load for me, but once it does, it's buttery smooth on my M1 Pro. Unity's web story is still so bad for many reasons, but the initial load times are a huge one (~15MB of wasm for an empty scene last I checked). They were working on Project Tiny[0] to address exactly this, but they've now paused work on it indefinitely :( Someone please build tools to fix this! [0] https://unity.com/solutio…