yes use for anything you'd like, if you need a license let's say creative commons
Recent community posts
- Upstream optimizations, the Overlap model is now 20x faster
- Training's 'record neighbors' now automatically compiles first, preventing an error
- SimpleTiledWFC componet now uses a text asset for XML files, rather than a file path, this fixes an export issue where XML wasn't being included in the build.
- base orientation changed to x-y axis (allows raw sprites to be used as tiles)
- upstream optimizations
- output components will stop calling Draw if every tile has been solved
- output models respect scale
- fix spaces in tile names breaking SimpleTiledModel (https://github.com/selfsame/un...)
- fix Training not recording neighbors on top/right edges (https://github.com/selfsame/un...)
Hmm it should be possible, but i've never tried to set it up.
Here's a comment about setting up constraints: https://github.com/mxgmn/WaveF...
I think the trick is to figure out the index of the desired tile, then in the wave array set that index to true and the rest to false for the desired tile. I also think the "while(Propagate())" has to be done before calling "Run(seed, limit)" to finish the output
from the unity component, you can access the underlying model ( SimpleTiledWFC.model ), which will have the "wave" array and "Propagate" method
Oh, also i think setting up manual constraints would have to happen between these lines:
ok think I know what's missing:
The Tiled model will auto generate symmetry variants. I use the last character of the tile prefab name to encode that, so you need "tri-L".
The default symmetry is "X", which is what it thinks the triangles are right now.
Howdy friends, this thread is for dumping research notes & links you put together during the jam. (as well as general discussion about the sciency aspects of your game) I'll start with some wiki articles about universe scale measures of time and space:
measurments of time and space
Feeling pretty confident I'll have this ready for the deadline. The initial idea was a geometry wars type shooter with novel terrain, however as I get a feel for the gameplay shooting things doesn't seem so important.
My goal is to flesh out 2-3 planetoids with portals between them - possibly with maguffins scattered on each planet that unlock the gates - and a timer on screen that ends when every one is found for speedrun replay-ability.
A happy accident
Left a duplicate constraint update script on the player object, turned out it prevents terrain clipping at higher speeds. Fixing that had been on my todo list. It's still possible to clip into the interior or escape orbit - not going to sweat it for the jam .
Blender's metaballs were perfect for making a fun surface. Especially handy for creating donut topology - normal sculpting tools have trouble with that. The arches in the terrain really show off the mechanics - thinking another level could be a inverted normal cave system with severe lighting changes.
Implemented a lot of the not-so-exciting game stuff like collisions, death, and a health HUD. For the collisions, I'm using a predicate dispatch library which will come in handy if I end up using a lot of varied entities.
Not exactly sure how enemies & obstacles should be spawned. Hand placing spawn points on the planetoids is a very slow process, so either I make some sort of random spawn point finder by shooting random rays from random points until they hit the surface, or write a script that will add a spawn point from a mouse click ray.
Some good progress today, heres a gist of current code and some gifs.
I'm lerping the constraint of objects to planetoid, but there's still some issues where fast moving objects will lose their connection (especially on concave curvature)
I might design the planetoids to avoid this, or try to figure out an actual fix in the math.
Here's a gist of code and a gif from the first evening:
Had a lot of fun trying to figure out the vector math with folks in twitch chat. Will have to figure out some issues with the ship getting gimbol locked and apply some sort of smoothing when the terrain angle changes. The planetoid shapes I have in mind are a lot smoother than the suzanne model so it shouldn't be quite as extreme though.
Totally forgot I signed up for this :)
I'm using https://github.com/arcadia-unity/Arcadia which is the integration of CLR clojure with the Unity game engine.
I just finished a rewrite of a tween library https://github.com/selfsame/tween and have been itching to take it for a spin.
As for the game, It will be a simple shooter where you fly on the surface of arbitrary meshes (think mario galaxy with old school scrolling shooter gameplay)
I might stream some dev on twitch - will post an update if so :)