Wave function collapse Tutorial 13 Coding - Pattern Manager Part 1

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Wave function collapse is an algorithm that can proceduralny generate a much bigger output - be it an image or in our example a tilemap, that resembles a smaller input tilemap in its overall structure.

This video we start implementing pattern manager.

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I will try to upload as much episodes as I can but if I can't I will have them all done in a day or 2. So just check back in few days. Thanks!

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lets say we have a rectangular tilemap then what size of jagged array to use at 25.01 timestamp

Ayushmaan_Singh
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Thanks for this video series, Peter. I've been following along well up to this point, but I'm having trouble understanding what the purpose of the GetGridValuesInDirection() and CreatePartofGrid() methods are. Given that this is the pattern manager, I'm assuming they facilitate chunking the image into smaller pieces, but I'm getting lost in the code and can't tell what exactly is going on. Hope I'm on the right track, and I will push on and hope it sorts itself out. I saw on some other comments that you were thinking of rerecording this series, but I can't find any other series on your channel that relates specifically to WFC... did you ever get around to that, or is it a part of another series? Just curious, I'm really interested in more WFC resources. Thanks again, this series has been really helpful.

yobenezneb
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Is there a way to condition tiles so that entities made of multiple tiles do not partially spawn? Something like an all or nothing condition. I have a 2x2 tile entity but this wave function collapse input system often spawns half of the 2x2 or just 1 tile of the 2x2 entity along the edges of the tilemap. It looks very funky at the edges sometimes because of it

bdocash
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I'd love to see a visual aide as to what is happening in the GetGridValuesInDirection method. It hurts my brain.

dmcdcm
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