Godot 4.2, Proc Gen Caves, Pt. 3

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  • 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
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КОМЕНТАРІ • 3

  • @chendrak
    @chendrak 15 днів тому

    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!

  • @igork1336
    @igork1336 15 днів тому

    Thank you for your's videos. I really like godot community =)

  • @tetrakun553
    @tetrakun553 10 днів тому

    Lets gooooo! ⸜(。˃ ᵕ ˂ )⸝♡