Overview
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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.
Syllabus
Introduction
Map Overview
Wave Function Collapse
TileBased Map Generation
Algorithm Overview
Example Output
Intuition
Training Inputs
First Experiment
Code
Problems
Overfitting
Homogeny
Overfitting Solution
Segmentation Example
WFC Example
Final Output
Map Review
Burial Fill
Square Fill
Questions
Taught by
GDC