Maxim Gumin

@ExUtumno

Prince of probabilistic models, procgen messiah, tamer of Markov chains, the untrolled, necromancer of topics

Vrijeme pridruživanja: prosinac 2015.

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  1. Prikvačeni tweet
    30. ruj 2016.

    Procedural generation from a single example by wave function collapse

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  2. proslijedio/la je Tweet
    28. pro 2019.

    Generating binary textures with simulated annealing:

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  3. 24. pro 2019.

    Aaron Berriche adapted WFC to Houdini!

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  4. proslijedio/la je Tweet
    20. pro 2019.

    Collapsing wave functions in JavaScript using from a single .fbx file, inspired by the work of and

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  5. proslijedio/la je Tweet
    7. pro 2019.

    Inspired by the work of and i made my own software for random generation of buildings. First tests. Implemented from scratch using and printed with metallic grey. Tileset made with 123DDesign

    , , i još njih 5
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  6. proslijedio/la je Tweet
    28. stu 2019.

    Finally published my Unity addon, Tessera. It lets you generate 3d tile based levels with without any coding, you just "paint" how tiles connect to each other.

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  7. proslijedio/la je Tweet
    10. stu 2019.

    I just uploaded my project! An infinite city, procedurally generated with the algorithm, now with procedural trees. Download the game here:

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  8. proslijedio/la je Tweet
    31. lis 2019.

    It was real fun making the steel beam support structures. They have this neat artificial yet organic feel to them. Its a place where the WFC algorithm really shines and that would be hard or at least laborious to create with other systems.

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  9. 23. lis 2019.

    Animation from the talk.

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  10. 23. lis 2019.

    Brian Bucklew's talk at Roguelike Celebration 2019 about WaveFunctionCollapse and how they use it to generate dungeons/maps in . Discusses homogeny, overfitting, connectedness and combining WFC with constructive procgen methods

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  11. 15. lis 2019.

    Herbert Wolverson is writing a comprehensive tutorial on how to make roguelike games in Rust. This new chapter 33 is about implementing the WaveFunctionCollapse algorithm from scratch

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  12. proslijedio/la je Tweet
    17. ruj 2019.
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  13. proslijedio/la je Tweet
    8. lis 2019.

    I made some stairs, plus an additional smaller WFC for surface decorations like windows and doors (who's awkward placement otherwise explodes the permutation count) I'll give my first talk on this at Indicade in Paris on the 19th. Hope to see you there!

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  14. proslijedio/la je Tweet
    31. kol 2019.

    Using WFC algorithm combined with growing neural grids to create twisted game worlds.

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  15. proslijedio/la je Tweet
    29. kol 2019.

    using to procedurally generate endless castle layouts thanks for publishing the WFC method

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  16. proslijedio/la je Tweet
    23. kol 2019.

    WFC running at interactive speed on that funky grid. Next up is to make it deterministic

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  17. proslijedio/la je Tweet
    1. kol 2019.

    short tech thread on how we're handling level generation on Dead Static Drive -

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  18. proslijedio/la je Tweet
    22. lip 2019.
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  19. 21. lip 2019.

    Huge and warm Thank You to everyone who nominated me!

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  20. proslijedio/la je Tweet
    20. lip 2019.

    Increased SpriteStack canvas size to 128x128x128 Featuring procedurally generated sea villas by Shipping with the next release on -

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  21. 19. lip 2019.

    I will soon release the complete "code" for these ModernHouse, SeaVilla and 151 other generators. But I want to crowdfund this work, and I'd rather do it on GitHub than on Patreon (0 commission, fund doubling). So if you like what I do, please nominate me!

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