在这一课中,将使用WaveFunctionCollapse算法来定义游戏关卡的基本形状,然后在UE4中构建一个Houdini数字资产,用于创建各种不同的地下城。WFC技术可以通过使用控制设置来帮助你程序化创建关卡,实现更高级的关卡解决方案。可以使用位图图像或点上面的属性来控制,这两种方法都将在本课中使用。
In this dungeon lesson, the WaveFunctionCollapse algorithm is used to define the base shapes of a game level then a Houdini Digital Asset is built to generate a variety of different dungeons in UE4. WFC technology can enhance your procedural level design by letting you drive the final output using a control setup to spawn a larger solution for your level. This control can be a bitmap image or attributes on points and both methods will be used in this lesson.