#procedural gen
1 messages · Page 1 of 1 (latest)
Any specific questions?
- how the fuck
- are there any limitations? (map size etc)
oh and also the 'prefab' system, are you just using models? or storing/rendering map pieces somehow?
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.
The way it works is essentially we cut the map up into grids
Each grid is a certain size
Knowing that we can build prefabs within a certain size
Save them
And then spawn them in each grid at a random angle
effectively giving us procedural generation with a touch of hanf crafted
best of both worlds. and its actually how starfield is doing proc gen
Albeit their system is more complex
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'?
yes
its simple in theory
but in execution it actually makes for some decently interesting worlds
with this system alot hinges on actually building ur prefabs well
and theres certain tricks ive picked up after having experimented
Yeah, I misinterpreted at first, I thought you were actually generating map sections and not just props - cool idea though
@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.
Yeah I'm aware of it, to be honest I don't think we need something that robust for this project.
I'm actually getting quite lost in the world sometimes wandering myself.
Though yeah the lack of interplay does leave something to be desired.
Especially the lack of roads.
Maybe down the line idk. It's just had alot of work done so we'd like to focus on other things.
It would allow you to create larger sub-cells. Like citites or walls. Also towns with roads connecting to each other.
I can send a vid if you want
Well we can do cities with our system.
Roads we can't
Yeah I'm well aware of wave function aswell as many other generation algos
It's just when we started we weren't
I'll likely do it for standalone.
If that ever pans out.
Looks cool, can't wait to see what the finished thing would look like.
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
You should totes join our Discord if you wanna keep up with us
Also, its awesome to see interest from you
means alot actually
World gen was part of the project that spawned StormFox, so been dabbled in world-gen for a bit.
Debated if I should make my own game since Source got the finite float limit, or something like infy map does.
Issue is Source is very good at using memory, but refuse to give up on it :P
So it's a case by case basis but Ive found that the map limit actually works in our favor for this project.
Like in our case an infinite map would make it difficult to find other players
I say you should move on tbh
I think gmod will hold you back and it seems people dont respect projects in it
Someone as talented as you is more than capable of taking on a project standalone
And I think it would broaden your horizons
but that's just my 2 cents
I myself planned to move on but I got a bit stuck. But I do plan to move on after this for sure.
Well that's pretty awesome.
Indeed. But all the spare time you had is gone :P
What do they have you doing if you're able to share?