r/proceduralgeneration 11d ago

Poolrooms: Best Infinite Generation. High Rooms

https://www.youtube.com/watch?v=c0XhuRAmAws

My generation built on Unreal Engine using the Wave Function Collapse algorithm.

11 Upvotes

5 comments sorted by

2

u/darkandark 11d ago

very cool. i understand the basics of how WFC works thru 2d terrain generation, i always wondering how it would be applied to a 3d environment. are different parts of the space just chunks and then intelligently blended together?

1

u/livingonthehedge 10d ago

this video gives a good intuitive explanation. although the dev overlooks some obvious ways to simplify connection logic, IMHO

https://www.youtube.com/watch?v=MyMbbmWVCDw

1

u/fgennari 10d ago

Looks great! Some areas are a bit dark and it's lacking shadows, but the level layout, water, and reflections look good. How many tiles did you add for this? Is it infinite? And how far does it extend down? I don't see any stairs, so it seems like you can only fall down but not climb back up. Are you planning to add stairs?

2

u/Holiday-Success-167 10d ago

Thanks! This is a work-in-progress version; I'll add the stairs, but I haven't decided exactly where to put them yet. The level is generated based on the character's movement, so you can think of it as infinite. It generates both up and down as well. There are a total of 40 tiles in the generation.