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1
Introduction
2
Map Overview
3
Wave Function Collapse
4
TileBased Map Generation
5
Algorithm Overview
6
Example Output
7
Intuition
8
Training Inputs
9
First Experiment
10
Code
11
Problems
12
Overfitting
13
Homogeny
14
Overfitting Solution
15
Segmentation Example
16
WFC Example
17
Final Output
18
Map Review
19
Burial Fill
20
Square Fill
21
Questions
Description:
Explore tile-based map generation using Wave Function Collapse in 'Caves of Qud' through this 22-minute GDC Math for Game Developers session. Dive into Freehold Games' novel, multi-pass approach for generating ruins based on procedurally generated cultures. Learn about the algorithm overview, training inputs, experiments, and solutions to common problems like overfitting and homogeny. Discover how segmentation, burial fill, and square fill techniques contribute to the final output. Gain insights into the intuition behind the process and see example outputs throughout the presentation. Conclude with a map review and a Q&A session to deepen your understanding of this innovative map generation technique.

Tile-Based Map Generation Using Wave Function Collapse in Caves of Qud

GDC
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