Generative grammars as a form of procedural content generation

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  • เผยแพร่เมื่อ 5 ต.ค. 2024

ความคิดเห็น • 13

  • @BackroomsFR
    @BackroomsFR 2 ปีที่แล้ว +9

    Your channel is criminally underrated god damn

  • @jvsvogler
    @jvsvogler 2 ปีที่แล้ว +5

    I actually was messing with a Python integration for Godot and the 'markovify' module which is a Markov Chain generator. This kind of approach to create content procedurally can definitely be useful or at the very least super funny haha
    Your videos are awesome, keep it up!

    • @TheShaggyDev
      @TheShaggyDev  2 ปีที่แล้ว +1

      Thank you! And I like that! I can see how it could be very funny to use a markov chain to generate some ridiculous combinations!

  • @monstereugene
    @monstereugene 2 ปีที่แล้ว +3

    loving these vids. so informative and fun

    • @TheShaggyDev
      @TheShaggyDev  2 ปีที่แล้ว +1

      Thank you! Glad you like them!

  • @retro5533
    @retro5533 ปีที่แล้ว +1

    This looks like it might exactly what I needed for my narrative/character driven RPG

    • @TheShaggyDev
      @TheShaggyDev  ปีที่แล้ว +1

      Yeah, I think it has a lot of potential for that kind of game!

  • @delqyrus2619
    @delqyrus2619 2 ปีที่แล้ว +2

    Pretty interesting approach. Seems a little bit like a one-dimensional approach of the WFC-Algorithm, where you do basically the same, but in a different manner. In the WFC-Algorithm you describe objects and their possible outcomes in some n-dimensional manner. That way you start with some object(like the entrance to a maze) and from there you (randomly) pick one of the possible outcomes. But in your approach you seem to be focused more on the overall-layout, which gets pretty hard in the WFC-Algorithm to do right. So i could think of some combination of those, to make it more easy to create interesting content.

    • @TheShaggyDev
      @TheShaggyDev  2 ปีที่แล้ว

      For sure! This method doesn't handle the concept of space very well since it's one-dimensional, but it does do well with overall flow, so I'd imagine using this to drive or maybe filter WFC rules could end up with some really nice results. For example, designing mini-encounters for wave function to build from and then filtering, modifying, or just populating based on the grammars.

  • @tumbleweb
    @tumbleweb 2 ปีที่แล้ว +3

    I was JUST looking into this. Same wavelength?

    • @TheShaggyDev
      @TheShaggyDev  2 ปีที่แล้ว +4

      Whoa! Kind of crazy since this seems like a bit more niche than some other pcg methods. Haha.

  • @nuhuhbruhbruh
    @nuhuhbruhbruh 11 หลายเดือนก่อน

    Ooh unexpected Runestone Keeper. I have a huge love-hate relationship with that game: relatively unique gameplay that's easy to pick up, but outcomes feel so dominated by randomness that once you figure the system out it's just infuriating most of the time.