Let me guess, the adjecent videos that could have been clicked would not have been colapsable because the wave function collapse wouldn't have allowed any other video to be clicked, because it wasn't possible in the first place, leaving this video with the only option left to be clicked?
Now I finally understand what wave function collapse is. I'm surprised that this doesn't have more views for a video of such high quality. Can't wait to see this channel grow!
Great video! Super high production quality, and really interesting topic! I love it when mathematical algorithms directly apply to game development and WFC is a great example of that.
Well explained! A video of exactly how you did it in the UE would be great. The popping, the noises... the best way to create the meshes. If you were the only one who would explain it like that, your channel would definitely push it.
I've done similar experiments with procedural world generation in Godot, and have been thinking about precisely an algorithm like this for generating rooms in a fashion similar to the mazes in SCP Containment Breach. It's weird to realize I've already thought of this exact thing before learning of its official definition just now. At the same time this provides a few details I haven't thought of, like how to go about correctly picking the proper neighbors using a reduction system: I believe my idea was to give each opening on the module piece (window, door, corridor ending, etc) a tag represented as a position / rotation / name then randomly pick another module that has an identical tag connecting to it and position / rotate it accordingly... this would have supported tiles of multiple sizes (powers of 2) unlike a fixed tile size, but that's a much bigger pain to deal with so I'm glad I didn't go there.
Great video, I enjoy it and understand what he said. He gave complex information in a simple, understandable way. I love this video and hope to see more
Been watching a bunch of WFC vids and this has been really useful but what I'm looking for is how to set more complex constraints on map gen. For instance a thought that comes to mind is to have path start/end (attaches to building/location and regular path) and intersection tile, keep a count on path length and allow a termination or intersection to appear after x path length.
Those are interesting use cases, I've seen Oskar stalberg expand on wave function collapse in his game "Bad North" to add additional checks to ensure the map is playable. I think what you are suggesting could work though there may be other solutions that are better suited to path generation rather than trying to bend the WFC algorithm to fit that particular problem. For instance you could use WFC to generate your map with buildings then do a separate pass to connect them up with paths. In my experience I've found adding too much to one system can add a lot of complexity when it may be better to separate it into more specific pieces.
@@TomHanssensYT It was more a musing than a functional use case, my initial thought was to pre-pass the map with location foundations and connect them with paths, in effect pre-culling the available tiles per coordinate. As you point out other algorithms are better suited to the purpose. I just thought it might be an interesting experiment to try forward generation with constraints. The Path comes to mind. Edit: Looked into Bad North, saw an article that mentioned Caves of Qud using regions. I'm thinking of taking a similar approach, say using random distribution to tag a forest region and switching tilesets rather than using transition tiles directly. A similar approach can be taken for different locations/tilesets and usefully I can separate roads/paths into their own tileset.
Hey sorry for the slow response - I used python for setting up the data in blender automatically - but the implementation of the algorithm was done inside unreal engine using blueprints.
Awesome! Instead of automating what can connect with what perhaps an easier approach is to just build some example structures with the grid pieces manually and have a script keep note of what is allowed to neighbor what. Though downside is you then limit generations to variations of what you’ve manually constructed but I bet some cool results would still pop up.
Question: How do you go about creating pieces of 3D geometry that ensure the socket vertexes match up perfectly? In my mind it seems like it would be really tedious to do.
That tile is just a top cap so it's just placed on the highest level, it's not used to transition between a higher and lower level. Though an implementation like that could certainly be possible!
I made simple wfc algorithm, but who can tell, how to make meaningful buildings? I understands that there should be some constrains, but how and what to do?