Brian Bucklew - Dungeon Generation via Wave Function Collapse

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  • Опубліковано 22 жов 2019
  • This talk is from the 2019 Roguelike Celebration - find out more at roguelike.club/event2019.html
    Brian is a developer at Freehold Games and has worked on Caves of Qud and Sproggiwood
  • Ігри

КОМЕНТАРІ • 31

  • @antindie
    @antindie 4 роки тому +182

    Audio - the unsolvable problem.

    • @Achelon
      @Achelon 2 роки тому +6

      Put the speakers in front of the stage directed towards the audience. Use a proper microphone with lets say a heart shaped input. Then a person who understands what is gain and volume. If these 4 things are done it is extremely easy to get good audio anywhere. When some of these are lacking, the person has to be extremely close to the microphone, or the microphone/speaker stand has to be situated into a place where the speakers cannot blow right into it. I worked at a place where this was a problem when the stage was lifted up, it was super annoying because training people who are speaking was not really possible.

    • @nicksouthcote8826
      @nicksouthcote8826 Рік тому +1

      @@Achelon did you mean cardioid?

    • @arcan762
      @arcan762 Рік тому +5

      For anyone wanting a better quality version of this exact same talk (same presentation with same slides etc.) search for
      "Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'"

  • @nickmaxwellambient6615
    @nickmaxwellambient6615 4 роки тому +35

    Brian Bucklew is the man. One of my favorite developers.

  • @nexovec
    @nexovec 2 роки тому +26

    The audio sounds like if it was procedurally generated :D

  • @Osse22
    @Osse22 3 роки тому +1

    Amazing lecture, thanks for posting.

  • @juantesino7764
    @juantesino7764 4 роки тому +14

    Live and Drink!

  • @westwind1059
    @westwind1059 3 роки тому +1

    I knew it! I've got a hunch, reading about how there were some Golgotha levels below final one and it looked to me like a function with smooth transgretion of values.

  • @cromdesign1
    @cromdesign1 3 роки тому +22

    I tried before to create my own version but failed. I watched this video and found a tutorial online and was able to create a working version. WFC in its base seems like a simple auto tiling algorithm. The descriptions of how it works in all its forms are quite complex.

    • @f0kes32
      @f0kes32 3 роки тому +1

      Did you do an overlapping version?

    • @f0kes32
      @f0kes32 3 роки тому +2

      Can you give a link to the tutorial?

    • @pedroprobst5230
      @pedroprobst5230 2 роки тому +1

      It's indeed a hard algorithm to implement from scratch.

    • @benjaminpattison1907
      @benjaminpattison1907 2 роки тому

      @@pedroprobst5230 I can attest. I've been trying to port the original C# to GDScript for the Godot engine.

  • @RobertoMaurizzi
    @RobertoMaurizzi 4 роки тому +12

    Tile constraining would be much better to generate "finished" and more human-like maps, since you can put doors, windows, furniture...
    In addition the output size and so algorithm memory and time use tends to be smaller (lower number of bigger tiles)

    • @heroclashes941
      @heroclashes941 2 роки тому

      can somebody provide link or implementation of it because I don't think I've heard of such thing

  • @MrAthoOome
    @MrAthoOome 4 роки тому +8

    wow that's insane

  • @tullman3craggs102
    @tullman3craggs102 Рік тому

    Damn I got caves of cud it's good game awesome to hear from the Dev seems knowledgeable

  • @Hemebond
    @Hemebond 4 роки тому +7

    I spy a Dungeonmans

  • @djbanizza
    @djbanizza 4 роки тому +3

    fantastic algorithm

  • @42yeah
    @42yeah 4 роки тому +3

    He's got magnificent beards

  • @dandymcgee
    @dandymcgee 2 роки тому

    Is that the Github office?? I swear I've been in this room before. Haha.

  • @ItsJustAstronomical
    @ItsJustAstronomical 2 роки тому +5

    This algorithm was not invented by Maxim Gumin. It is the same as the Model Synthesis algorithm published almost a decade earlier by Paul Merrell.

  • @voidling2632
    @voidling2632 9 місяців тому +1

    :( can't understand a word

  • @cr6925
    @cr6925 3 роки тому +9

    Looks interesting. If only I could hear it. Gave up. Did you not think to check the audio before posting?

  • @TheBlenderblob
    @TheBlenderblob Рік тому

    how is 'wave function collapse' different to an n dimensional markov chain?? litteraly name one difference please.

    • @jouethrougha7542
      @jouethrougha7542 Рік тому +2

      none of these words are in the bible

    • @diadetediotedio6918
      @diadetediotedio6918 4 місяці тому

      Read the paper bro. But in short, to name one difference, markov chains are memory-less and based on matching neighbors sequentially (generally). This algorithm is about entropy reduction via collapsing cells, in terms of a markov chain you can think of it as having the matching pairs but instead of just sampling them, you sample the cells with the more stable information one-by-one until the entire map collapses.

  • @andrewherrera7735
    @andrewherrera7735 3 роки тому +5

    I thought machine learning in unity would be used for stuff like this but all I see is people using it for lame things like pong or driving a car on a road.

    • @MrSharmabros
      @MrSharmabros 3 роки тому +7

      If you knew more about ml you wouldn't think so