i just saw that these tutorials mostly shows that terrains are generated (instantiated) on Play instead being created on the Scene. What if i want to generate and use the terrain from the start, and adding colliders to it?
Hey - great question. I have a solution for adding colliders up on my Discord if you wanna join that and I’ll point you over to it. Otherwise, generated on edit mode instead shouldn’t be too different, I can help you add functionality to support that if you wanted?
Do you have any recommendation on how I would use this code, but place a specific tile on a slot before I start the generation? Say I want to put down a 'end-tile' on (3,4) and then not Instantiate any more of that tile in the generation?
Hey! Great question - give me a few hours and I'll get back to you. Just for clarity, by 'end-tile', say you have 3 tile types start, middle and end tiles, you want only 1 instance of the end tile, and you want to be able to control that position to be for example (3,4), and then the rest of the tiles in the grid will be either start or middle tiles?
Amazing tutorial! Thank you so much. I tried implemented it in Godot with great success. I am now trying to find out how to do rotated tiles. Would you happen to know how do such a thing. Again, thank you for making such a good tutorial.
Hey! So glad to hear that you got it working in Godot! - I'm not 100% sure what you mean by rotating tiles, do you mean just rotating the actual objects themselves for variations?
Hi, I'm in the process of developing a game and I was wondering if the method that you are showcasing in this video is something that can be adapted for a Unity 2D? I'm currently trying to figure out and learn how I could generate open-world environments. This game of mine is a sandbox game that features a 2D top-down environment.
Hey! I actually made a video if you look through my channel on the Wave Function Collapse algorithm in 2D from a few months back, check that out if you have a minute :) Good luck!
A very nice video, pretty easy to understand and adapt to own project. Would like to see some more procedural generation videos, maybe with neural networks involved. But anyway, you do a good job!
i just saw that these tutorials mostly shows that terrains are generated (instantiated) on Play instead being created on the Scene. What if i want to generate and use the terrain from the start, and adding colliders to it?
Hey - great question. I have a solution for adding colliders up on my Discord if you wanna join that and I’ll point you over to it. Otherwise, generated on edit mode instead shouldn’t be too different, I can help you add functionality to support that if you wanted?
@@GarnetKane oh alright, is there any discord link?
Do you have any recommendation on how I would use this code, but place a specific tile on a slot before I start the generation? Say I want to put down a 'end-tile' on (3,4) and then not Instantiate any more of that tile in the generation?
Hey! Great question - give me a few hours and I'll get back to you.
Just for clarity, by 'end-tile', say you have 3 tile types start, middle and end tiles, you want only 1 instance of the end tile, and you want to be able to control that position to be for example (3,4), and then the rest of the tiles in the grid will be either start or middle tiles?
@@GarnetKane Yes exactly!
@@GarnetKane Hey, sorry to bother you, but did you find any solution to this?
Hey - so sorry, have you got discord? you can join my group and then i can walk you through my solution for this :)
Hi @GarnetKane, Would you extend this tutorial to make procedural dungeons with more than 1 floor?
Why I didn't meet this channel early!! My Graduation Project is about wave function collapse..that just killing me
how is it going? i'm making my undergrad thesis about this too haha since i ran out of idea but i still want to make a game.
Amazing tutorial! Thank you so much. I tried implemented it in Godot with great success. I am now trying to find out how to do rotated tiles. Would you happen to know how do such a thing. Again, thank you for making such a good tutorial.
Hey! So glad to hear that you got it working in Godot! - I'm not 100% sure what you mean by rotating tiles, do you mean just rotating the actual objects themselves for variations?
Hi, can I ask is this code possible use for unity terrains?
Hi, I'm in the process of developing a game and I was wondering if the method that you are showcasing in this video is something that can be adapted for a Unity 2D? I'm currently trying to figure out and learn how I could generate open-world environments. This game of mine is a sandbox game that features a 2D top-down environment.
Hey! I actually made a video if you look through my channel on the Wave Function Collapse algorithm in 2D from a few months back, check that out if you have a minute :)
Good luck!
@@GarnetKane This actually helps a lot! Thank you.
A very nice video, pretty easy to understand and adapt to own project. Would like to see some more procedural generation videos, maybe with neural networks involved. But anyway, you do a good job!
banger as always
Amazing
Awesome work! Been using your waveform videos for a practice project and theyre super easy to understand, thanks!
Thank you! Super glad to hear that