Inspirational stuff, with lots of great references to the OGs at the bottom, and source available. Now can it be merged with the look/feel of https://heredragonsabound.blogspot.com/. ;)
As an aside, if the author reads this, did you consider using bitfields for the superposition state (ie, what options are available for a tile)? I did a wfc implementation a while back and moved to bitfields after a while.. the speedup was incredible. It became faster to just recompute a chunk from scratch than backtrack because the inner loop was nearly completely branchless. I think my chunks were 100 tiles cubed or something.
kevinsync 16 minutes ago [-]
Super awesome, love the tilt-shift camera effect!
I was also wishing I could zoom in to human size and run around HAHAHA
nickandbro 35 minutes ago [-]
This looks amazing man, seriously good job with this.
behnam_amiri 14 minutes ago [-]
This is cool. Curious if you plan on keep it as a map generator or turn it into something more interactive too.
bobek 31 minutes ago [-]
Made me smile. Thank you!
ArcaneMoose 26 minutes ago [-]
Beautiful work!
gedy 49 minutes ago [-]
Real engineering skills, I love it.
moi2388 29 minutes ago [-]
This entire article reads like it was fully written by AI unfortunately
imadr 1 minutes ago [-]
Is it the em dashes? I didn't get the feeling it was AI generated at all
MattDamonSpace 1 hours ago [-]
Gorgeous
verdverm 42 minutes ago [-]
Related (?) has anyone else been following the Hytale Worldgen v2? They've built a visual node editor so anyone can create biomes, structures, or complete worlds. I believe there is a competition going on right now.
They are essentially making the entire game based on similar concepts and then using them to develop their core content. Simon is an inspiration and has said they won't be taking investor money so they can stay true to the users and creators.
Rendered at 18:30:36 GMT+0000 (Coordinated Universal Time) with Vercel.
[0] https://store.steampowered.com/app/1455840/Dorfromantik/
As an aside, if the author reads this, did you consider using bitfields for the superposition state (ie, what options are available for a tile)? I did a wfc implementation a while back and moved to bitfields after a while.. the speedup was incredible. It became faster to just recompute a chunk from scratch than backtrack because the inner loop was nearly completely branchless. I think my chunks were 100 tiles cubed or something.
I was also wishing I could zoom in to human size and run around HAHAHA
They are essentially making the entire game based on similar concepts and then using them to develop their core content. Simon is an inspiration and has said they won't be taking investor money so they can stay true to the users and creators.