Godot 4.2, Proc Gen Caves, Pt. 3
Вставка
- Опубліковано 31 тра 2024
- This is a minor follow-up to the previous 2 videos about proc gen for a cave-y digging game. I made some mistakes with the spanning tree and cellular automata algorithms in the previous video, I cleared those up here and also discussed some other tweaks you can use when generating caves.
Attribution:
Music:
"Aerosol of my Love" Kevin MacLeod (incompetech.com)
"Airship Serenity" Kevin MacLeod (incompetech.com)
"Pyro Flow" Kevin MacLeod (incompetech.com)
"Space Jazz" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
creativecommons.org/licenses/b...
Art:
"Voxel Pack" by Kenney (kenney.nl/assets/voxel-pack)
Licensed under Creative Commons: By Attribution 1.0 License
creativecommons.org/publicdom...
00:00 Riggid Noise
02:38 Cellular Automata
03:35 MST Objective Functions
06:49 Fixing Prim's Alg
09:36 L-System Sneak Peak - Ігри
Glad my comment was helpful, even if it was just exploratory. But yeah, noise in general is a somewhat hard to control and it feels like a good chunk of the time you'll still run into something that just "doesn't look right". In any case, looking forward to the next video!
Thank you for your's videos. I really like godot community =)
Lets gooooo! ⸜(。˃ ᵕ ˂ )⸝♡