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Creating Little Castles with Wave Function Collapse 

Tom Hanssens
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27 авг 2024

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Комментарии : 57   
@NakedGeep
@NakedGeep 7 месяцев назад
I’m a simple man. I see a video about wave function collapse, I click it.
@CLove511
@CLove511 6 месяцев назад
I'm a simpler man: I see a video, I click. Today I learned about wave collapse and that it isn't a surfing term
@csx5882
@csx5882 6 месяцев назад
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?
@Rafloka
@Rafloka 5 месяцев назад
2:06 oh yes, the good old "lemme quickly write a script for that..."
@woudy7
@woudy7 10 месяцев назад
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!
@TomHanssensYT
@TomHanssensYT 10 месяцев назад
Appreciate it! I'll try my best to keep making interesting videos 😊
@AdobadoFantastico
@AdobadoFantastico 8 месяцев назад
It usually takes a few but I hope he keeps it up.
@JakubSK
@JakubSK 5 месяцев назад
Wave Function Collapse is just the name given to something I feel like I came up with on my own when I was a teen lol
@nivmiz0
@nivmiz0 10 месяцев назад
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.
@TomHanssensYT
@TomHanssensYT 10 месяцев назад
Thanks man, appreciate it!
@mgiraldeau
@mgiraldeau 9 месяцев назад
Incredible quality for such a small channel! Thank you for the great explanations
@TomHanssensYT
@TomHanssensYT 9 месяцев назад
Glad you enjoyed it! Thanks for the kind words ❤
@unrealopenworld
@unrealopenworld 8 месяцев назад
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.
@MirceaKitsune
@MirceaKitsune 9 месяцев назад
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.
@honestlynuts__
@honestlynuts__ 7 месяцев назад
Okay this is really sabastian lague esque and i love it!
@TomHanssensYT
@TomHanssensYT 7 месяцев назад
Thanks! Glad you liked it
@ericfear
@ericfear 10 месяцев назад
Major Tom strikes again! Super clear and the quality of the visualisations is great, looking forward to the next one!
@TomHanssensYT
@TomHanssensYT 10 месяцев назад
Thanks Eric!
@goodboiadvsp3297
@goodboiadvsp3297 7 месяцев назад
I wonder if you could wace function collapse an entire house by just using building code and some standard design practices
@lolaswift111
@lolaswift111 8 месяцев назад
hi tom, you've made the best video for people to understand what wfc is
@TomHanssensYT
@TomHanssensYT 8 месяцев назад
Thanks so much! Your kind words mean a lot :)
@nayzal
@nayzal 10 месяцев назад
Woah! Great video, cant believe you're not more popular!
@TomHanssensYT
@TomHanssensYT 10 месяцев назад
Thanks! Things like this always take time to grow, and I'm just at the beginning so I can't expect too much 😅
@nayzal
@nayzal 10 месяцев назад
@@TomHanssensYT Fair enough, can't wait to see where you go next :)
@ShadedGG
@ShadedGG 8 месяцев назад
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
@Jejkobbb
@Jejkobbb 9 месяцев назад
Great video! Subscribed.
@Soundy777
@Soundy777 5 месяцев назад
Adore the chill vibes and excellent explanation! Great bit of concentrated knowledge!
@evali5201
@evali5201 10 месяцев назад
Woooooiiiioooiiioi what a cool video. I love the little sound effects ❤
@TomHanssensYT
@TomHanssensYT 10 месяцев назад
Me too 😊
@touie7220
@touie7220 7 месяцев назад
giving heavy sabastian vibes and im loving it keep it up
@simplygreen5832
@simplygreen5832 9 месяцев назад
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.
@TomHanssensYT
@TomHanssensYT 9 месяцев назад
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.
@simplygreen5832
@simplygreen5832 9 месяцев назад
@@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.
@Kayotesden
@Kayotesden 7 месяцев назад
Wonderful video. Subscribed, please more of these!
@calebmichael6433
@calebmichael6433 8 месяцев назад
Cute, informative, and inspiring!!!
@taureanwooley
@taureanwooley 6 месяцев назад
Sadly they've done the same thing with large language models and image generation
@perftaco
@perftaco 9 месяцев назад
Really great quality on the video!
@Novallovesgames
@Novallovesgames 7 месяцев назад
two questionss plz, did you do this in python? and did you use unreal engine for this?
@TomHanssensYT
@TomHanssensYT 7 месяцев назад
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.
@giantneuralnetwork
@giantneuralnetwork 6 месяцев назад
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.
@robosklegs
@robosklegs 6 месяцев назад
Great video! ...I'd kinda love to see a video about how you made the graphics for this video😅
@ThomasStewartDev
@ThomasStewartDev 8 месяцев назад
Good stuff man
@Sultschiem
@Sultschiem 2 месяца назад
How do you prevent them from getting too large/weird looking? Or is this based on the surroundings? e.g. clear constraints to the grid?
@fletchthebirb
@fletchthebirb 6 месяцев назад
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.
@sleepyinterface8819
@sleepyinterface8819 Месяц назад
I almost thought this is Tiny Glade
@Spedley_2142
@Spedley_2142 9 месяцев назад
Is there a bug there which makes all the walls the same height? There seems to be a tile to go up and down on the wall but it is never used.
@TomHanssensYT
@TomHanssensYT 9 месяцев назад
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!
@Raccoon0710
@Raccoon0710 2 месяца назад
could you please share code?
@Raccoon0710
@Raccoon0710 2 месяца назад
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?
@Zero-4793
@Zero-4793 7 месяцев назад
That sound effect is from townscaper ;)
@itryen7632
@itryen7632 6 месяцев назад
Wave function P R O L A P S E OwO
@acronym5231
@acronym5231 7 месяцев назад
Where can i get those 3d assets? or can you share the unity project?
@TomHanssensYT
@TomHanssensYT 7 месяцев назад
It's in unreal engine!
@acronym5231
@acronym5231 7 месяцев назад
@@TomHanssensYT ah, thanks i'll search for it.
@toastyPredicament
@toastyPredicament 7 месяцев назад
More ._.
@AMTunLimited
@AMTunLimited 7 месяцев назад
Why spend an hour labelling things by hand when you can spend 8 or 9 hours making a program to do it for you! The pain is real...
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