Brian Bucklew - Dungeon Generation via Wave Function Collapse

  Рет қаралды 42,401

Roguelike Celebration

Roguelike Celebration

4 жыл бұрын

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

Пікірлер: 31
@antindie
@antindie 4 жыл бұрын
Audio - the unsolvable problem.
@Achelon
@Achelon 2 жыл бұрын
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 Жыл бұрын
@@Achelon did you mean cardioid?
@arcan762
@arcan762 Жыл бұрын
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 жыл бұрын
Brian Bucklew is the man. One of my favorite developers.
@nexovec
@nexovec 3 жыл бұрын
The audio sounds like if it was procedurally generated :D
@Osse22
@Osse22 3 жыл бұрын
Amazing lecture, thanks for posting.
@westwind1059
@westwind1059 3 жыл бұрын
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.
@juantesino7764
@juantesino7764 4 жыл бұрын
Live and Drink!
@cromdesign1
@cromdesign1 3 жыл бұрын
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 жыл бұрын
Did you do an overlapping version?
@f0kes32
@f0kes32 3 жыл бұрын
Can you give a link to the tutorial?
@pedroprobst5230
@pedroprobst5230 2 жыл бұрын
It's indeed a hard algorithm to implement from scratch.
@benjaminpattison1907
@benjaminpattison1907 2 жыл бұрын
@@pedroprobst5230 I can attest. I've been trying to port the original C# to GDScript for the Godot engine.
@MrAthoOome
@MrAthoOome 4 жыл бұрын
wow that's insane
@tullman3craggs102
@tullman3craggs102 Жыл бұрын
Damn I got caves of cud it's good game awesome to hear from the Dev seems knowledgeable
@RobertoMaurizzi
@RobertoMaurizzi 4 жыл бұрын
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 жыл бұрын
can somebody provide link or implementation of it because I don't think I've heard of such thing
@djbanizza
@djbanizza 4 жыл бұрын
fantastic algorithm
@Hemebond
@Hemebond 4 жыл бұрын
I spy a Dungeonmans
@42yeah
@42yeah 4 жыл бұрын
He's got magnificent beards
@dandymcgee
@dandymcgee 2 жыл бұрын
Is that the Github office?? I swear I've been in this room before. Haha.
@ItsJustAstronomical
@ItsJustAstronomical 3 жыл бұрын
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 11 ай бұрын
:( can't understand a word
@TheBlenderblob
@TheBlenderblob 2 жыл бұрын
how is 'wave function collapse' different to an n dimensional markov chain?? litteraly name one difference please.
@jouethrougha7542
@jouethrougha7542 Жыл бұрын
none of these words are in the bible
@diadetediotedio6918
@diadetediotedio6918 6 ай бұрын
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.
@cr6925
@cr6925 3 жыл бұрын
Looks interesting. If only I could hear it. Gave up. Did you not think to check the audio before posting?
@andrewherrera7735
@andrewherrera7735 3 жыл бұрын
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 жыл бұрын
If you knew more about ml you wouldn't think so
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