Reminds me of Jasper Flick's Unity tutorial on hex terrain [0] which is similarly wonderfully detailed. Interesting contrast: this project uses premade tiles and constraint solving to match tile boundaries, while that one dynamically generates tile boundaries (geometries, blending, etc.) on the fly. Both enjoyable reads!
Inspirational stuff, with lots of great references to the OGs at the bottom, and source available. Now can it be merged with the look/feel of https://heredragonsabound.blogspot.com/. ;)
As an aside, if the author reads this, did you consider using bitfields for the superposition state (ie, what options are available for a tile)? I did a wfc implementation a while back and moved to bitfields after a while.. the speedup was incredible. It became faster to just recompute a chunk from scratch than backtrack because the inner loop was nearly completely branchless. I think my chunks were 100 tiles cubed or something.
Related (?) has anyone else been following the Hytale Worldgen v2? They've built a visual node editor so anyone can create biomes, structures, or complete worlds. I believe there is a competition going on right now.
They are essentially making the entire game based on similar concepts and then using them to develop their core content. Simon is an inspiration and has said they won't be taking investor money so they can stay true to the users and creators.
Reminds me of Jasper Flick's Unity tutorial on hex terrain [0] which is similarly wonderfully detailed. Interesting contrast: this project uses premade tiles and constraint solving to match tile boundaries, while that one dynamically generates tile boundaries (geometries, blending, etc.) on the fly. Both enjoyable reads!
[0] https://catlikecoding.com/unity/tutorials/hex-map/
"Stop playing your AI garbage and get to bed!" "Mooooom! It's not AI garbage, it's classical procedurally generated content!"
Oskar Stålberg used wave function collapse for various games, including Townscaper. He talks about it here: https://www.youtube.com/watch?v=Uxeo9c-PX-w&pp=ygUhdG93bnNjY... (SGC21- Oskar Stålberg - Beyond Townscapers).
OP is probably familiar but this site has a lot of good examples of hex math with code examples - https://www.redblobgames.com/grids/hexagons/
They link to that site in the post
Inspirational stuff, with lots of great references to the OGs at the bottom, and source available. Now can it be merged with the look/feel of https://heredragonsabound.blogspot.com/. ;)
Reminds me of Dorfromantik[0].
[0] https://store.steampowered.com/app/1455840/Dorfromantik/
Love this.
As an aside, if the author reads this, did you consider using bitfields for the superposition state (ie, what options are available for a tile)? I did a wfc implementation a while back and moved to bitfields after a while.. the speedup was incredible. It became faster to just recompute a chunk from scratch than backtrack because the inner loop was nearly completely branchless. I think my chunks were 100 tiles cubed or something.
Super awesome, love the tilt-shift camera effect!
I was also wishing I could zoom in to human size and run around HAHAHA
This looks amazing man, seriously good job with this.
This is cool. Curious if you plan on keep it as a map generator or turn it into something more interactive too.
Made me smile. Thank you!
Beautiful work!
This entire article reads like it was fully written by AI unfortunately
Is it the em dashes? I didn't get the feeling it was AI generated at all
Gorgeous
Related (?) has anyone else been following the Hytale Worldgen v2? They've built a visual node editor so anyone can create biomes, structures, or complete worlds. I believe there is a competition going on right now.
They are essentially making the entire game based on similar concepts and then using them to develop their core content. Simon is an inspiration and has said they won't be taking investor money so they can stay true to the users and creators.
Real engineering skills, I love it.