Anyone 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".
Infinite procedurally-generated city with the Wave Function Collapse algorithm
131–140 of 145 posts
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#132Earlier 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!
You kow what would be more fun - is a game with a squad that needs to advance along a path to a goal co-op style taking out hoardes coming in the opposite direction - and the prize goes to longest life of the team.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#133Earlier quoted context omitted.
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.
Minecraft in survival mode is probably the worst. You can very easily get hopelessly lost - especially in the Nether world. Very easy to lose track of your portal which is not fun.
I almost never explore caverns. I strongly prefer to dig my own systematic mines to get underground resources, even though it's more work.
On the surface, I never explore without a map. I take copious notes of the coordinates of my home and interesting features.
I tend to spend most of my time building and acquiring, and very little time exploring (even though I love the procedural generator Minecraft uses).
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#134Earlier quoted context omitted.
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.
Actually the previous assertion predates 4chan. Anecdotally I recall using "copypasta" in the late 90's when working with code that had obviously been copied from another source and turned into a a spaghetti code mess. I don't doubt that it has taken on many other meanings, but I know for a fact that it means what naikrovek is not alone with that definition.
Can't believe I got downvoted for having more time on the internet than some others here, learning during that time, then making a statement based on what I learned.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#135Earlier 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.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#136Earlier quoted context omitted.
I’m too lazy to copypasta the links. Can you please reformat to make them clickable?
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
#137Earlier quoted context omitted.
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.
If you want a more direct comparison on how map limits effects playstyles, compare Insurgency with Arma, they both have similar weapon deadliness and player types where running and gunning isn't really possible, but the overall game strategy players use and rely on is very different. You regularly see players in Insurgency using the map limits to their advantage and can just assume they won't get shot from certain directions because of it, in Arma you might try and utilize a similar area but there is no guarantee someone might not take the time to completely flank you or pop out of the sea or just take pot shots from 2km out on a hill top.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#138Earlier quoted context omitted.
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…
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 depending on which chunk you collapse first.
If you randomly choose a point to start at (like the player avatar’s current position), then I see that you might get different tilings when regenerating the location.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#139Earlier 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!
You kow what would be more fun - is a game with a squad that needs to advance along a path to a goal co-op style taking out hoardes coming in the opposite direction - and the prize goes to longest life of the team.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#140Earlier quoted context omitted.
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…
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 depending on which chunk you collapse first.