Infinite procedurally-generated city with the Wave Function Collapse algorithm
71–80 of 145 posts
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#72I 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!
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#73I 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!
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#74Earlier quoted context omitted.
As a physicist who works with quantum mechanics, I have to say, "wave function collapse", is an extremely apt name for what you're describing. Usually when quantumy things are used in names of things it's just 'cause it sounds cool, but this is spot-on.
It's really not. There's no probability field (unless you count booleans as a scalar), no complex numbers, and no entanglement. It's just constraint propogation, optimized for certain conditions and given a fancy name. I guess you could call it a markov random field, but I don't think it does unbiased sampling.
You 'measure' one cell, and then all the other ones 'collapse' to values consistent with the result, because they have a hidden relationship with the cell you measured.
That's what happens in quantum mechanics. When you measure one thing, all the other things its entangled with collapse somewhat too - but not necessarily completely, it depends on the entanglement they had with the measured system.
It's a metaphor, I'm just saying it's very apt, not that it's mathematically equivalent.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#75For all those of us not running Windows, is there a video anywhere showing this off?
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#76Imagine creating a Tony Hawks Pro Skater course with this. Can’t learn the course ahead of time, just have to be a badass street skater.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#77(See https://github.com/mxgmn/WaveFunctionCollapse where it mentions "It may happen that during propagation all the coefficients for a certain pixel become zero. That means that the algorithm has run into a contradiction and can not continue.")
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#78Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#79Earlier quoted context omitted.
If you (or someone with a Mac) wants to create a build with the Unity Editor, I'll add it to the itch.io page.
I have a vive, but I don't have a mac. I could throw the SteamVR plugin in and get it up on windows, but someone would have to test it on mac
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#80If this is based on wave-function collapse, what does it do when it hits an impossible/contradictory state? (See https://github.com/mxgmn/WaveFunctionCollapse where it mentions "It may happen that during propagation all the coefficients for a certain pixel become zero. That means that the algorithm has run into a contradiction and can not continue.")