DeBroglie
texture-synthesis
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DeBroglie | texture-synthesis | |
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2 | 5 | |
435 | 1,726 | |
- | - | |
4.5 | 0.0 | |
11 days ago | over 1 year ago | |
C# | Rust | |
MIT License | Apache License 2.0 |
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DeBroglie
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WaveFunctionCollapse: Generates bitmaps that are locally similar to the input
I played around a lot with this library:
https://github.com/BorisTheBrave/DeBroglie
Fun stuff, but I struggled to get a lot of value out of using it for level gen. You get cool patterns, but levels need structure and intent to be interesting. Adding constraints to the algorithm becomes a big-oh nightmare and you end up with frequently unsolvable paths as the algorithm recurses.
The game Bad North used it to good effect, so depending on the game it may be a very useful tool in the toolbelt.
https://m.youtube.com/watch?v=0bcZb-SsnrA
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Map generation with finite tileset
Docs here: https://github.com/BorisTheBrave/DeBroglie
texture-synthesis
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Bevy Jam #3
I found the (except when trained exclusively on work you've created during the jam) remark pretty funny, but I suppose someone could train a smaller generative model in the allotted time time (or perhaps use something like texture-synthesis on their own artwork; not sure if that counts as AI).
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Race Conditions Can Be Useful for Parallelism
The submitted article goes above and beyond to guarantee that the code always output the same answer even though it has race conditions. But that's sometimes not possible or, if it's possible, it's too much of a hassle so it's rarely done.
For example, this project https://github.com/EmbarkStudios/texture-synthesis generates textures and if you run the same code with the same input various times, the results will be slightly different. Here https://github.com/EmbarkStudios/texture-synthesis#notes it says: "When using multiple threads for generation, the output image is not guaranteed to be deterministic with the same inputs. To have 100% determinism, you must use a thread count of one"
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What are some Rust-using companies in Sweden?
We are at Embark! https://embark.dev/, https://embark.rs, https://embark.games.
- WaveFunctionCollapse: Generates bitmaps that are locally similar to the input
- A Light Rust API for Multiresolution Stochastic Texture Synthesis
What are some alternatives?
fast-wfc - An implementation of Wave Function Collapse with a focus on performance.
ebsynth - Fast Example-based Image Synthesis and Style Transfer
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Vortice.Windows - .NET bindings for Direct3D12, Direct3D11, WIC, Direct2D1, XInput, XAudio, X3DAudio, DXC, Direct3D9 and DirectInput.
TiledCS - TiledCS is a dotnet library for loading Tiled tilesets and maps
blender-tools - 🐵 Embark Addon for Blender
PixiEditor - PixiEditor is a lightweight pixel art editor made with .NET 7
ffsend - :mailbox_with_mail: Easily and securely share files from the command line. A fully featured Firefox Send client.
Silk.NET - The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
PETSCII-Tile - a tile based game framework