#Procedural building and terrain generation

26 messages · Page 1 of 1 (latest)

unborn grove
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Hi! Currently letting my mod run for a while to generate an area. The mod kinda works like wave function collapse but not quite as I missed a few of the key steps that algorithm uses (which if I had included would probably make it work much better).

https://www.youtube.com/live/KsMVZwcMWEY?si=4NiMZkCpb178oUca

Going to let it run for a few hours and see what happens!

https://gitlab.com/billyg270/wave-function-collapse-mc

zenith spindle
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Omg, real time stream

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Something new

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I love it

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Actually so fun

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😁

faint veldt
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still looks better than my cities 💀

blissful condor
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and i thought my chunks loaded slow

unborn grove
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Yeah... 😆

viral sundial
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Interesting, how does this work? I always have trouble understanding wave function collapse.

unborn grove
# viral sundial Interesting, how does this work? I always have trouble understanding wave functi...

This one misses a few key steps of wave function collapse so not really sure I can call it that. But basically I pre made each 8x8x8 tile and for each one I define what type of connection it has on each side (eg, west facing wall, ground surface etc). Then in my code I pick a random place in the area to place a random tile that is compatible with all the tiles around it based on the connections matching (if no tile has been placed on a side I allow any connection). If there are no tiles that satisfy all 6 connections I just nuke the tiles in that are and rebuild it.

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So it's not as advanced as the proper algorithm

viral sundial
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What advantages do you see in having invalid areas rebuild themselves?

unborn grove
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Yeah if you made enough prices that any combination of tiles could be connected then it would be fine. However, I think that would end up with you making hundreds of tiles to work with every single possible combination, so for me it was just easier to recreate the area if I hit an invalid state

viral sundial
unborn grove
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Yeah that could do the trick

viral sundial
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Anyways, the look I would be going for is "crumbling ruin", so perfect precision isn't necessarily needed.

unborn grove
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Nice, look forward to seeing what you make!

viral sundial
# unborn grove Nice, look forward to seeing what you make!

I'm honestly not sure when I'll get around to it. I've got... about four large-scale projects in the queue at the moment.

  • Verdant Growth
  • Splintered Void
  • Undulant Depths
  • City of Ash
    The Verdant Growth is what I'm currently working on, it's a plant-themed infection mod. I'm currently trying to solve some client-side lag issues, and then it'll be ready to release for 1.21.4.
    Splintered Void would overhaul the Creaking and move it to the End, along with some modifications to the Outer Isles.
    Undulant Depths would be a cosmic-horror-ish mod themed around - as is appropriate - the deep sea and darkening waters. I'll have to do some research on this, since I don't know my cosmic horror very well.
    City of Ash is the one in question, it would add a dimension filled entirely with a ruined city loosely inspired by Charn.

Once I'm happy with the state of the Verdant Growth, I'll choose the next project to work on. I'm leaning towards City of Ash, since I'd like to work on a dimension mod again.

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So, less of a queue and more of a priority queue.

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And I've still got to spin out some of my infrastructure into libraries.

unborn grove
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Nice, yeah I know the feeling of having too much you want to do haha

viral sundial
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It appears to be a common affliction here, unsurprisingly.

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Oh, and I'm playing Hollow Knight, so I've got to get good enough at platforming to beat the Path of Pain. That day is still a long way off.

viral sundial