marian42 / wavefunctioncollapse Goto Github PK
View Code? Open in Web Editor NEWWalk through an infinite, procedurally generated city
Home Page: https://marian42.itch.io/wfc
License: MIT License
Walk through an infinite, procedurally generated city
Home Page: https://marian42.itch.io/wfc
License: MIT License
Then you won't need to say the following in the README:
To view the project in Unity, import it and download the Postprocessing stack from the Asset Store. Alternatively, you can remove the Post Processing Behaviour from the Main Camera.
It won't clog up the repo (just a reference will be stored in package.json) but Unity will install it automatically as needed.
It is possible to jet pack out of a passage way.
I'm having trouble getting tiles to generate in Unity on a Mac.
Slots do seem to generate when I choose the default "Initialize 6x6 area":
But when I enter gameplay, all I see is the skybox:
I'm not getting any info in the console and I made sure to run Unity 2018.3.0f2 (I also have Blender 2.79).
If I'm doing something obviously wrong, would love to know what it is! Otherwise, happy to help with a PR if you have a general sense of what might need to be changed for this to run on a Mac?
Amazing work. Porting it to Linux would be fascinating
Maybe some instructions are already enough for that
I am no mathematician by any means, but I did notice your Shannon Entropy equation might be slightly off. I believe it should be log₂ not logₑ so Mathf.Log(foo, 2). Unity defaults to logₑ when there's no 2nd parameter.
Someone please correct me if I'm wrong. 😅
[Btw this codebase has been super useful for learning, thanks!]
Hi I just wanted to say this is incredible, I've been watching WFC for a while now and dreamed of creating something similar, alas my coding skills are not quite there yet. Would you mind if I repurposed this to make a cyberpunk city, I'm going to try and just replace your blocks with cyber equivalents. I'd love to create my own WFC but even after reviewing your code I am still at a loss on which way to go. Once again Amazing stuff, Thank You!
i can see why stairs would be 45 degrees, but do you have any ideas as to how to make stairs that are not ?
typical staircase angle is 35 degrees
any idea what is the absolute minimal set of modules for generation?
Hi, great work.
But in 'Game.unity', when I move root gameobject 'Map' to position 600,60,600, and root gameobject 'Player' to 600,72,600. it seems stop generating.
Where should I modify the codes to make this work in a custom start-point (other than 0,0,0)?
Thanks a lot.
*by 'start-point', I mean the 'Map' GameObject coord in the scene, NOT about the start point of player in generated blocks.
Hi, I'm trying to use your system with 200x200 blocks. How do I change the size of the gizmos and the ofset the world places the modules with?
:D
Amazing work! Currently I am attempting to port the code to Unreal Engine 4, done 100% in c++ and I plan to use its datatable system to set up the configurations for the modules. I don't think it has been attempted yet, at least I can't find a repo of it, so I figured this is the place to ask if there are any plans for an official port, or if you know of any repositories that have done this?
Getting a BuildMethodException / Can't make standalone build because of these two errors. Seems to be related to #if UNITY_EDITOR. Any suggestions?
Assets/3rd Party Assets/WaveFunctionCollapse/Code/WaveFunctionCollapse/ModuleData.cs(126,9): error CS0103: The name 'EditorUtility' does not exist in the current context
Assets/3rd Party Assets/WaveFunctionCollapse/Code/WaveFunctionCollapse/ModuleData.cs(127,9): error CS0103: The name 'AssetDatabase' does not exist in the current context
This is really cool, I've been tinkering with the map generation to use it in a multiplayer (splitscreen) game - wondering if you could provide any insights on how I might be able to get the occlusion culling to work with multiple cameras (players) in the game world? I'm pretty new to unity so even a nudge in the right direction would be helpful! Cheers.
Hi Marian,
First thank you for creating such an excellent project and resource!
I am trying to use custom modules and was having some issues so I have reduced my module set to just three modules (below):
and I am getting the following error:
I noticed that some of the values in the ModuleData module array are "0" and when I manually change these the scripts work.
I had my modules working at one point (9 modules) but after trying to change some connectors and returning the connector values it no longer works at all. I have a feeling I am doing something silly if you have any advice.
Thanks in advance!
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.