For many years, I've been developing a new procedural modeling technique that overcomes many of the limitations of my PhD work on Model Synthesis and WFC. It's a completely new approach that uses graph grammars. It doesn't use tiles. I just presented it at SIGGRAPH!
I built a procedural medieval island map generator using Wave Function Collapse on hex grids. 4,100 cells, 900 possible states per cell, 60fps on mobile. Wrote up the whole process with lessons learned. Links below 👇 #threejs#webgpu
Building a blazing fast ⚡ Wave Function Collapse solver for three.js
Sharing some technical notes on how I’m squeezing performance out of every frame.
(WIP 🚧 - but already interactive and ultra-fast!)
#threejs#gamedev#WFC#creativecoding
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A while ago, I posted that browser-based editor that creates isometric maps using Wave Function Collapse (WFC).
I forgot to share most important thing of all, the url😖!!
https://t.co/LSuEkw5zDe
#WFC#isometric#pixelart#gamedev#gamedevelopment#indiedev
MarkovJunior is a probabilistic programming language where programs are combinations of rewrite rules and inference is performed via constraint propagation https://t.co/tv8KuWMkX4
@lisyarus I have a "seq", yes, but it is not a Behavior Tree sequence, it's a simple imperative language sequence: execute one instruction right after another. Nothing asynchronous.
@fchollet Tolkien-like fading of magic can be interpreted as the second law of thermodynamics. Magic energy starts concentrated, and then dissipates over the environment and becomes much harder to harvest and use.
@boris_brave Also Rodina: https://t.co/98VbuuP5ty
My favorite non-commercial games:
@jplur_'s games Proc Skater 2016 https://t.co/qogXPzJeJL
Swapland https://t.co/CoaED6cySM
Maureens’ Chaotic Dungeon https://t.co/iZFIyBVWFC
Get Well Soon https://t.co/wpxWWvRuR4
@ouo_uwu_ovo @0xmaddie_ Add gif="True" to the model you want to animate in models.xml. And gui="300" if you want to see the sidebar https://t.co/f0tyG2CESY