procedural generation
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Extended submission deadline — EvoMUSART 2024 conference

Hey Folks, 👋

Good news! The submission deadline of evoMUSART 2024 has been extended to November 15th! 🙌

You still have time to submit your work to the 13th International Conference on Artificial Intelligence in Music, Sound, Art and Design (evoMUSART).

If you work with Artificial Intelligence techniques applied to visual art, music, sound synthesis, architecture, video, poetry, design, or other creative tasks, don't miss the opportunity to submit your work to evoMUSART.

EvoMUSART 2024 will be held in Aberystwyth, Wales, UK, between 3 and 5 April 2024. 🏴󠁧󠁢󠁷󠁬󠁳󠁿

For more information, visit the conference webpage: https://www.evostar.org/2024/evomusart


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https://preview.redd.it/2cf8knsfrrwb1.png?width=1000&format=png&auto=webp&s=24c218e8ab229725c5497d2accee7f7a5a53c3ad

https://redd.it/17hr0jq
@proceduralgeneration
Guidance for a newb: Branching paths built of tiles that must meet at Important Points/Tiles

I've been hearing great things about this sub and after a decent amount of lurking, I've got to say I'm blown away by all the cool developments going on.

Even as someone without a CS background, I've found the various techniques fascinating and so full of potential that I've wanted to try to implement it in a project I've been working on for some months now.

However, with all the resources out here, I'm having difficulty narrowing in on a specific method that would be applicable for my use-case, not to mention something that my skill level (\~3 years experience on & off in C#/Unity development) could work through / modify / expand upon . I've created some tests to generate maps (including a very simple WFC), and though it's cool to see it build a little map using basic test tiles, I'm lost on how to build it to take into consideration my main goals.

With that in mind, I'd appreciate some pointers on what I should look into to effectively implement procedural generation to built stages for my project. (e.g. is WFC the way to go for this? If so, how do I ensure it branches out & builds paths based on my rules? If, not is there a better technique to use?)

Thanks in advance!

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Mediocre diagrams to (hopefully) help describe what I'm building:

Left side: Magnification of example of first branch. \(Map is 3D so included different perspectives to show the layers\). Right Side: Overview of game's major branches, decision points, stages, etc.

Key Details + Constraints:

Player Movement: The player can control movement along the x and y axes, however they're always going forward on the z-axis (with some wiggle room of being able to turn within 45 degrees of Z-forward).

Game Progression: See World Map image \- the player starts at Stage A (bottom) and will traverse through paths/tunnels until they reach Stage M. Along the way there are challenges/decision points where the player chooses which path to take to continue to progress / discover new areas. As you can see the world begins with very few branches, but branches out until the mid-point. Then the branches merge more and more until the end point.

Decisions Points (orange diamond): Branches always split /converge at the predefined Decision Points. These decision points are hand-crafted areas that generally remain the same through each play through.

Transition points (Green box): Indicate where there's a change in environment / movement from one stage to the next. I'm hoping to have a seamless transition, however that will require more play-testing.

Paths: When you zoom into a branch (red dotted line on the world map), you will see that the branch is actually made up of a collection of paths with the same starting and end points (see Branch Magnified diagrams).

\- These paths are made up of a bunch of pre-built tiles in 3D space. Sometimes there will only be one path that splits off and then splits off again, but then merges together before the next Decision or Transition Point.

\- Paths can never do a U-turn. Generally, the angle should be within 45 degrees of the Z-Forward direction

\- Paths cannot be dead-ends. They must lead to the next key decision or transition point.

Goals:

1) Populate the Transition and Decision point tiles \- connections between each of these will be predefined (e.g. The first transition tile in Stage A must lead to the first Decision Point in Stage A. In turn, this Decision Point must connect to the second Decision Point as well as branch out to rightmost Transition Point in Stage A).

2) Propagate 3D tiles starting from the Decision and Transition points based on the predefined connections to create. (no dead-ends,u-turns, and always lead to the next Transition or Decision Point)

3) (Goal for later) Populate the 3D tiles according to Stage objectives/player decisions
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Expanding the Water Network with Aqueducts in a Procedurally Generated World and Simulated Economy
https://redd.it/17k5o3j
@proceduralgeneration
Automated test tools for your map generators can really save your a**, realized that there are 0.1% broken seeds in my roguelike yesterday... Now its fixed :D
https://redd.it/17k5v5k
@proceduralgeneration
Accidental woven pattern from Perlin noise
https://redd.it/17m1n9z
@proceduralgeneration
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added doors, awnings & a color selector to my procedural building creation tool
https://redd.it/17m33nn
@proceduralgeneration