Mixture
ConvChain
Mixture | ConvChain | |
---|---|---|
4 | 1 | |
1,141 | 722 | |
- | - | |
1.8 | 10.0 | |
about 1 month ago | almost 2 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Mixture
-
How would I generate a square gradient height map and convert it to a Texture2D (Refer to the image below)?
If you are going to displace something with it you can generate it and use it inside your shader. One option is to use mixer, same mathematical structure applies. Or you can use material maker, again the same math.
-
I made a node-based procedural texture builder from scratch. Available for free on the asset store. I would greatly appreciate reviews and feedback in general.
I guess it competes with mixture (https://github.com/alelievr/Mixture) : Fewer possibilities but easier to handle.
-
Started working on a node-based texture builder for Unity, here is the progress after two days of work. What do you think? Would you use such a tool?
Maybe interesting for you if you don‘t know it already: https://github.com/alelievr/Mixture
-
A hot chocolate in a pint to warm your heart 🍫
I'm using the mixture plugin: https://github.com/alelievr/Mixture You have a 2d and 3d node for fluid simulation.
ConvChain
-
The Wavefunction Collapse Algorithm explained clearly
As others have mentioned, this is "just" constraint propagation. I think much of the success is that it's a simple idea to grasp and implement, that provides very good results, and has a compelling name. I don't want to be dismissive, I think it's very cool.
The original author of "wave function collapse" also has "convchain" [0] which is similarly "just" using Monte Carlo Markov Chains to sample the space. It's also a kind of "staple" algorithm for physicists, theoretical computer scientists, etc but I guess hasn't caught on as much as WFC.
Note that WFC has major problems when the tile set is too constrained. There's a SO question about it [1] and I also happen to have written a small article about it as well [2]().
[0] https://github.com/mxgmn/ConvChain
[1] https://stackoverflow.com/questions/72721299/why-can-the-wav...
[2] https://www.fxhash.xyz/article/lessons-learned-from-implemen...
() trigger warning, it's an NFT but please don't let that stop you from reading
What are some alternatives?
Worlds - World History Simulator
GodotMono-InfiniteTerrain
DungeonGenerator - Procdural dungeon generator for Unity3D
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
2D-Ambient-Occlusion - This repository contains a C# class that is capable of taking a 2D image and generating a shadow on the surface behind it, and shadows itself.
NodeEditor - A node editor control for Avalonia.
UnityRuntimeNodeEditor - Unity runtime node editor using with Unity UI.
nodify - Highly performant and modular controls for node-based editors designed for data-binding and MVVM.