P0-B4: Part 1196: Debugging, Improvements
The road concept is continuing to go well. I now have the ability to connect random points of interest with a procedurally generated road, which has collision, and is placed in a persistent location in the world. The next step is to make sure that this road is rotated correctly depending on the world orientation, […]
P0-B4: Part 1195: Debugging, Improvements
The next goal is to add procedurally generated roads to my project. This will be extremely difficult, since I will need to know the start point and end point of the road before the road can be created, but the start and end point may not have spawned in yet. I will also need to […]
P0-B4: Part 1194: Debugging, Improvements
Adding the correct height offset for the buildings was difficult, but this more or less works now. I have also added correct NPC and item placement and interactable objects, etc, into the world. The third WFC module set is now basically done. I have added a feature which automatically scans for nearby settlements and points […]
P0-B4: Part 1193: Debugging, Improvements
All of the artwork for the WFC module 3 is done and added to the world. I have also integrated it with the Tessera system, and it works reasonably well. The next step is to add random item generation, random NPC generation, and I also need to add the ability for the buildings to be […]
P0-B4: Part 1192: Debugging, Improvements
The artwork for the next WFC module is mostly done. It is very basic, but it should work fine for proof of concept. Once I have the modelling done, I will texture and export all of the pieces, and then begin putting it together in the world. I will need to add random object spawn […]
P0-B4: Part 1191: Debugging, Improvements
I have made some improvements to the random generation algorithm. I can now generate forests and ground cover around all settlements, with a clearing in the center for the settlement itself. Previously, I could only prevent ground cover from appearing on the entire chunk, which led to an obvious blocky appearance to the forests, etc. […]
P0-B4: Part 1190: Debugging, Improvements
I have added support for random NPC’s and item spawns, etc, to the randomly generated buildings. This is a significant improvement over the existing system. I have also fixed several bugs, and made several minor improvements. Interactable items, such as hackable items, turrets, etc, can also be randomly placed, and enemy AI can be randomly […]
P0-B4: Part 1189: Debugging, Improvements
The next set of art objects for the wave function collapse random generator have been integrated with it. The system works very well, and provides quite authentic results, while also being fast enough to work in real time. I have had to spend some time tweaking and experimenting with the system, but the results are […]
