4 ms·
I played around a lot with this library: https://github.com/BorisTheBrave/DeBroglie https://github.com/BorisTheBrave/DeBroglie Fun stuff, but I struggled to g
by hesdeadjim 5y ago
I played around a lot with this library:
https://github.com/BorisTheBrave/DeBroglie https://github.com/BorisTheBrave/DeBroglie
Fun stuff, but I struggled to get a lot of value out of using it for level gen. You get cool patterns, but levels need structure and intent to be interesting. Adding constraints to the algorithm becomes a big-oh nightmare and you end up with frequently unsolvable paths as the algorithm recurses.
The game Bad North used it to good effect, so depending on the game it may be a very useful tool in the toolbelt.
https://m.youtube.com/watch?v=0bcZb-SsnrA https://m.youtube.com/watch?v=0bcZb-SsnrA
- Pet_Ant 5y agoI can imagine it for textures so the cobblestone and brick don’t end up repeating.
- signa11 5y agowouldn’t you be using perlin noise based textures for that?
- leetrout 5y agoI wonder if it could be combined with a tool like Path of Exile uses. They draw very rudimentary maps (River here, N bridges, etc) and then the tooling generates the level around those constraints. https://m.youtube.com/watch?v=GcM9Ynfzll0 https://m.youtube.com/watch?v=GcM9Ynfzll0
- thom 5y agoHow slow does an algorithm have to be before it stops saving time on level design, realistically? Obviously if it straight up fails for complex sets of constraints that’s one thing but even running for a day, if it yields usable results that seems like a timesaver.
- twic 5y agoThe maps in Bad North are frequently quite weird (although never actually broken), but that's part of their charm.
- eutectic 5y agoSeems like it might be worth taking some lessons from SAT solvers. e.g. backjumping and clause learning.