Herbert Wolverson - Procedural Map Generation Techniques

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  • Опубликовано: 4 фев 2025

Комментарии • 66

  • @henrykkaufman1488
    @henrykkaufman1488 4 года назад +271

    Dude, that's one of the most useful presentations on game programming I've ever seen.

  • @JoeGeorge319
    @JoeGeorge319 3 года назад +30

    Man I wish this talk just went for another 30 minutes, very nice

    • @reyariass
      @reyariass Месяц назад +1

      That’s what I was thinking! Go an hour! I’d love to hear more!

  • @alexanderdiogenes8067
    @alexanderdiogenes8067 4 года назад +32

    Just finished Section 3 of your Rust Roguelike tutorial (decoupling the map from the viewport). It is fantastic. I've learned so much, and I've fallen in love with Rust as a language! Thanks for bracketlib and rltk, in particular.

    • @thebracket
      @thebracket 4 года назад +10

      You're welcome! I'm so glad people are enjoying it - I've had a blast writing it. :-)

  • @Zadhompl
    @Zadhompl 3 года назад +43

    Topic of my thesis is based around procedural generation and this video alone provided enough info to speed up my progress threefold.
    Cheers, Herbert Wolverson is a living legend in my eyes.

    • @Dukkz24
      @Dukkz24 Год назад +1

      Would you mind sharing some info on Discord with me by chance? Either personally or maybe some references/material you have on the matter? I'm really interested in starting to learn this topic, but most info is very high level, doesn't really get into the how's.

    • @nechalon2477
      @nechalon2477 27 дней назад

      @@Dukkz24 you need to start somewhere, a game engine, or no engine, and start prototyping something

    • @knuckle-pie
      @knuckle-pie 9 дней назад +1

      @@Dukkz24 Red Blob Games has really great tutorials for getting started.

  • @Vedranation
    @Vedranation 10 месяцев назад +1

    Amazing presentation. Clean, easy to understand, with great visualition. Thank you

  • @joewilliams8286
    @joewilliams8286 2 года назад +3

    I keep coming back to this one, brilliant resource

  • @ZackLivestone
    @ZackLivestone 4 года назад +9

    Solid rapid fire overview, really appreciated!

  • @jspiro
    @jspiro 3 года назад +2

    This deserves thousands more comments. Thanks for putting this catalog together for us!

  • @itsfela
    @itsfela 2 года назад +1

    I always come back to this one

  • @amitdagan78
    @amitdagan78 6 месяцев назад

    thats was amazing!
    i feel so inspired right now

  • @naphipps28219
    @naphipps28219 4 года назад +26

    Another technique I love to use is domain warping with perturb techniques. (Inigo Quilez has awesome articles on these topics, for those interested.)

    • @shitheadjohnson2797
      @shitheadjohnson2797 2 года назад +1

      Inigo Quilez taught me about distance field raytracing and i got this amazing procedural terrain out of it in not many lines of code, the problem with it is getting the units on it because it has an instancing problem when i did it. really good indie style

  • @arlowicks9359
    @arlowicks9359 2 года назад

    Probably one of the best resources online for procedural map generation principles.

  • @bobbob9821
    @bobbob9821 Год назад

    Giving me the idea to place tile objects first and then do the subtraction with a separate object just saved me a lot of time messing with noisemaps in arrays.

  • @olmrgreen1904
    @olmrgreen1904 2 года назад +1

    Awesome video! I've learned so much in a very easy and basic way about things I thought were complicated as hell.

  • @marcomoscoso7402
    @marcomoscoso7402 6 месяцев назад

    this video and the person explaining are golden!

  • @hugobarbachano1831
    @hugobarbachano1831 4 года назад +3

    Awesome, can´t wait to tinker with this !

  • @KoN312
    @KoN312 4 года назад +8

    really interesting and informative. i'm not that big of a programmer, but i tried things like this and played around with rooms and corridors in python and pygame(just some rooms and corridors).. i was thinking way too complicated. the video really opened my eyes how easy it could be if you think just a bit around the corner. thanks!

  • @pik910
    @pik910 2 года назад +1

    If you want to make a Voronoi diagram in a discrete space a fast and easy way to do that is to grow it. E.g. for Manhattan distance: draw the border of a rectangle around the seed each step and grow that. You can stop growing an individual seed if no empty pixels were found. That makes it very fast even with a high amount of seeds.

  • @Galakyllz
    @Galakyllz 2 года назад

    This presentation was great.

  • @moosmegens5113
    @moosmegens5113 5 месяцев назад

    This helped with my project, thanks

  • @deepdarkdown
    @deepdarkdown 2 года назад

    nice overview.

  • @RetsaGames
    @RetsaGames 3 года назад +1

    Amazing talk, makes everything look so simple

  • @nztuber
    @nztuber Год назад

    Excellent, thank you

  • @Algorhythmic
    @Algorhythmic 3 года назад +1

    Very useful info. Love the humor as well.

  • @AleksandrK51228ruswi
    @AleksandrK51228ruswi Год назад

    Very helpful, awesome!

  • @KiKeoLiVa
    @KiKeoLiVa 3 года назад

    Really great video, thank you!

  • @bordel6121
    @bordel6121 2 года назад

    Great talk, I learned stuff

  • @chien461
    @chien461 4 года назад +4

    Fractal Brownian Motion!

    • @thebracket
      @thebracket 4 года назад +4

      That would be a fascinating topic! I'll add it to my (long) list of ideas. :-)

  • @MCRuCr
    @MCRuCr 5 месяцев назад

    I'm currently into godot-rust and I love it

  • @lophyre1380
    @lophyre1380 10 месяцев назад

    I do not understand how the BSP leads to no rejection though. We have just divided the map into half a couple of times? 🤔

  • @darkfrei2
    @darkfrei2 3 года назад +1

    You can use the DLA-cluster system, but in needs sometimes too much time to generation.

  • @shitheadjohnson2797
    @shitheadjohnson2797 2 года назад +1

    those voronoi cells might make a pretty floor in doom.

  • @markvador6667
    @markvador6667 3 года назад

    Amazing ! Thanks you a lot !!

  • @oddminngdev9844
    @oddminngdev9844 Год назад

    This man is awesome.

  • @davidxdhloqud
    @davidxdhloqud 3 года назад

    Esto vale millones! Gracias! :D

  • @PabloGaraguso
    @PabloGaraguso 2 года назад

    Excellent

  • @nighttraveler9993
    @nighttraveler9993 3 года назад +2

    Love it

  • @awesomegamedev
    @awesomegamedev 3 года назад +8

    Great presentation with a ton of content!
    But it starts at 4:00
    Thank me for saving you 4 minutes:)

  • @JW-fd8sh
    @JW-fd8sh 2 года назад +1

    Is there any source code available for us to review?

  • @smiley_1000
    @smiley_1000 2 года назад +1

    Enjoyable Presenter

  • @RobVespa
    @RobVespa 3 года назад +1

    Oh, wow. I just bought Herbert's Rust book, which is still in beta...

  • @ajinkyax
    @ajinkyax 4 года назад +1

    Best game dev. And Rust is a great choice

  • @RetroGamerEightyOne
    @RetroGamerEightyOne 2 года назад

    What’s the reasoning behind Python being the preferred rogue like language?

  • @omeritachiquita
    @omeritachiquita 3 года назад +1

    😙👌

  • @torcher5023
    @torcher5023 4 года назад +8

    Есть здесь русские любители рыгаликов мммм?

    • @maksimhapeyenka2435
      @maksimhapeyenka2435 4 года назад +2

      есть русские разрабы только)))

    • @torcher5023
      @torcher5023 4 года назад +1

      Рогалики делаешь? Только не говори, что на юнити.

    • @maksimhapeyenka2435
      @maksimhapeyenka2435 4 года назад +2

      @@torcher5023 ваще libgdx использую, но заинтересовал rust очень сильно, вот и смотрю по нему материал. На этот видос случайно наткнулся, я просто хотел посмотреть отзывы на книгу чела, который в этом видосе лекцию дает.