#procedural gen

1 messages · Page 1 of 1 (latest)

mild stirrup
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What are the technical details behind this?

turbid wasp
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Any specific questions?

mild stirrup
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oh and also the 'prefab' system, are you just using models? or storing/rendering map pieces somehow?

turbid wasp
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So yes we are boudned by map size. We chose not to use the inf map system for a few reasons. One of which is that although it gives u uncapped size, entity limit is still capped. Also we don't really benefit from an infinite map as players wouldnt find eachother. There's also a plethora more reasons why a finite map size actually works in our favor that I won't delve into.

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The way it works is essentially we cut the map up into grids

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Each grid is a certain size

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Knowing that we can build prefabs within a certain size

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Save them

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And then spawn them in each grid at a random angle

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effectively giving us procedural generation with a touch of hanf crafted

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best of both worlds. and its actually how starfield is doing proc gen

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Albeit their system is more complex

mild stirrup
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so would i be correct in saying each grid is just a template of props, and then they are randomly selected/rotated? world is actually just a 'superflat'?

turbid wasp
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yes

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its simple in theory

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but in execution it actually makes for some decently interesting worlds

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with this system alot hinges on actually building ur prefabs well

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and theres certain tricks ive picked up after having experimented

mild stirrup
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Yeah, I misinterpreted at first, I thought you were actually generating map sections and not just props - cool idea though

proud lake
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@turbid wasp Damn nice. I can recommend looking into wave function collapse as it is also the best of both worlds. It should also allow you to make cells interact with each other when generating.

turbid wasp
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Yeah I'm aware of it, to be honest I don't think we need something that robust for this project.

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I'm actually getting quite lost in the world sometimes wandering myself.

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Though yeah the lack of interplay does leave something to be desired.

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Especially the lack of roads.

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Maybe down the line idk. It's just had alot of work done so we'd like to focus on other things.

proud lake
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It would allow you to create larger sub-cells. Like citites or walls. Also towns with roads connecting to each other.

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I can send a vid if you want

turbid wasp
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Well we can do cities with our system.

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Roads we can't

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Yeah I'm well aware of wave function aswell as many other generation algos

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It's just when we started we weren't

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I'll likely do it for standalone.

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If that ever pans out.

proud lake
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Looks cool, can't wait to see what the finished thing would look like.

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I would also look into rendering the "fog" yourself as a few spheres with cloud materials.
Default fog is just a plain and Rubat stated he won't fix it

turbid wasp
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You should totes join our Discord if you wanna keep up with us

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Also, its awesome to see interest from you

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means alot actually

proud lake
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World gen was part of the project that spawned StormFox, so been dabbled in world-gen for a bit.

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Debated if I should make my own game since Source got the finite float limit, or something like infy map does.

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Issue is Source is very good at using memory, but refuse to give up on it :P

turbid wasp
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So it's a case by case basis but Ive found that the map limit actually works in our favor for this project.

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Like in our case an infinite map would make it difficult to find other players

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I say you should move on tbh

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I think gmod will hold you back and it seems people dont respect projects in it

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Someone as talented as you is more than capable of taking on a project standalone

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And I think it would broaden your horizons

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but that's just my 2 cents

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I myself planned to move on but I got a bit stuck. But I do plan to move on after this for sure.

proud lake
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A company scoped me up last year

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So not been able to start any wild projects yet

turbid wasp
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Well that's pretty awesome.

proud lake
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Indeed. But all the spare time you had is gone :P

turbid wasp
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What do they have you doing if you're able to share?

proud lake
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Fullstack IT developer

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Mostly C#