In this video i create some castles procedurally using the wave function collapse algorithm and describe how it works under the hood.
Further videos to watch on the subject:
Superpositions, Sudoku, the Wave Function Collapse algorithm.
Martin Donald
• Superpositions, Sudoku...
Coding Challenge 171: Wave Function Collapse
The Coding Train
• Coding Challenge 171: ...
EPC2018 - Oskar Stalberg - Wave Function Collapse in Bad North
BUas Games
• EPC2018 - Oskar Stalbe...
Music (Sourced from Epedemic Sound):
Subliminal Space - Lama House
JJJreact incase jacksfilms wants to watch it.
I’m a simple man. I see a video about wave function collapse, I click it.
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
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?
2:06 oh yes, the good old "lemme quickly write a script for that..."
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!
Appreciate it! I'll try my best to keep making interesting videos 😊
It usually takes a few but I hope he keeps it up.
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.
Incredible quality for such a small channel! Thank you for the great explanations
Glad you enjoyed it! Thanks for the kind words ❤
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
Adore the chill vibes and excellent explanation! Great bit of concentrated knowledge!
Major Tom strikes again! Super clear and the quality of the visualisations is great, looking forward to the next one!
Thanks Eric!
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.
Thanks man, appreciate it!
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
Okay this is really sabastian lague esque and i love it!
Thanks! Glad you liked it
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.
Wonderful video. Subscribed, please more of these!
Woooooiiiioooiiioi what a cool video. I love the little sound effects ❤
Me too 😊
Woah! Great video, cant believe you're not more popular!
Thanks! Things like this always take time to grow, and I'm just at the beginning so I can't expect too much 😅
@@TechArtTom Fair enough, can't wait to see where you go next :)
Cute, informative, and inspiring!!!
giving heavy sabastian vibes and im loving it keep it up
Really great quality on the video!
hi tom, you've made the best video for people to understand what wfc is
Thanks so much! Your kind words mean a lot :)
Great video! Subscribed.
Good stuff man
Great video! ...I'd kinda love to see a video about how you made the graphics for this video😅
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.
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.
@@TechArtTom 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.
I wonder if you could wace function collapse an entire house by just using building code and some standard design practices
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.
That sound effect is from townscaper ;)
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.
Sadly they've done the same thing with large language models and image generation
two questionss plz, did you do this in python? and did you use unreal engine for this?
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.
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.
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!
More ._.
Where can i get those 3d assets? or can you share the unity project?
It's in unreal engine!
@@TechArtTom ah, thanks i'll search for it.
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...
Wave function P R O L A P S E OwO