WaveFunctionCollapse VS dnSpy

Compare WaveFunctionCollapse vs dnSpy and see what are their differences.

WaveFunctionCollapse

Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics (by mxgmn)

dnSpy

By dnSpy
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WaveFunctionCollapse dnSpy
99 91
22,620 16,556
- -
4.8 7.6
23 days ago over 3 years ago
C# C#
GNU General Public License v3.0 or later -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

WaveFunctionCollapse

Posts with mentions or reviews of WaveFunctionCollapse. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-09-23.
  • It's Okay to Make Something Nobody Wants
    2 projects | news.ycombinator.com | 23 Sep 2023
    Thank you! And yes, I agree. I was looking at uh https://github.com/mxgmn/WaveFunctionCollapse and wondering if that were applicable here :)

    Have a good day!

  • Kullback–Leibler Divergence
    2 projects | news.ycombinator.com | 22 Aug 2023
    Intuitively, it measures the difference between two probability distributions. It's not symmetric, so it's not quite that, but in my opinion, it's good intuition.

    As motivation, say you're an internet provider, providing internet service to a business. You naturally want to save money, so you perhaps want to compress packets before they go over the wire. Let's say the business you're providing service to also compresses their data, but they've made a mistake and do it inefficiently.

    Let's say the business has, incorrectly, determined the probability distribution for their data to be $q(x)$. That is, they assign probability of seeing symbol $x$ to be $q(x)$. Let's say you've determined the "true" distribution to be $p(x)$. The entropy, or number of bits, they expect to transmit per packet/symbol will be $-\sum p(x) lg(q(x))$. Meaning, they'll compress their stream under the assumption that the distribution is $q(x)$ but the actually probability of seeing a packet, $x$, is $p(x)$, which is why the term $p(x) lg(q(x))$ shows up.

    The number of bits you're transmitting is just $-\sum p(x) lg(p(x))$. Now we ask, how many bits, per packet, is the savings of your method over the businesses? This is $-\sum p(x) lg(q(x)/p(x))$, which is exactly the Kullback-Leibler divergence (maybe up to a sign difference).

    In other words, given a "guess" at a distribution and the "true" distribution, how bad is it between them? This is the Kullback-Leibler distribution and why it shows up (I believe) in machine learning and fitness functions.

    As a more concrete example, I just ran across a paper talking [0] about using WFC [1] to asses how well it, and other algorithms, do when trying to create generative "super mario brothers" like levels. Take a 2x2 or 3x3 grid, make a library of tiles, use that to generate a random level, then use the K-L divergence to determine how well your generative algorithm has done compared to the observed distribution from an example image.

    [0] https://arxiv.org/pdf/1905.05077.pdf

    [1] https://github.com/mxgmn/WaveFunctionCollapse

  • collapsed
    2 projects | /r/generative | 25 Mar 2023
    wave function collapse studies - this is done with the https://github.com/mxgmn/WaveFunctionCollapse algorithm after I saw https://github.com/CodingTrain/Wave-Function-Collapse mention it. done in P5! IG https://www.instagram.com/ronivonu/
  • Wave Function Collapse - A stateful node graph framework (constraint problems, procedural generation, etc.)
    2 projects | /r/rust | 6 Dec 2022
    Inspiration and entropy propagation algorithm derived from https://github.com/mxgmn/WaveFunctionCollapse.
  • Ask HN: What weird technical scene are you fond/part of?
    25 projects | news.ycombinator.com | 21 Nov 2022
    https://www.youtube.com/watch?v=Dfc-DQorohc

    Craig Reynolds said the name "Boids" was inspired by The Producers Concierge scene, so that's how you should pronounce it:

    Boids. Dirty, disgusting, filthy, lice ridden Boids. Boids. You get my drift?

    https://www.youtube.com/watch?v=aL6mTMShVyk

    The other really cool rabbit hole to explore for generating tiles and even arbitrary graph based content (I'm sold: hexagons are the bestagons!) is "Wave Function Collapse", which doesn't actually have anything to do with quantum mechanics (it just sounds cool), but is actually a kind of constraint solver related to sudoku solvers.

    https://escholarship.org/content/qt3rm1w0mn/qt3rm1w0mn_noSpl...

    Maxim Gumin's work: https://github.com/mxgmn/WaveFunctionCollapse

    Paul Merrell's work:

    https://paulmerrell.org/model-synthesis/

    https://paulmerrell.org/research/

    Oskar Stålberg's work:

    https://twitter.com/OskSta/status/784847588893814785

    https://oskarstalberg.com/game/wave/wave.html

    There's a way to define cellular automata rules by giving examples of the before and after patterns, and WFC is kind of like a statistical constraint solving version of that.

    So it's really easy for artists to define rules just by drawing! Not even requiring any visual programming, but you can layer visual programming on top of it.

    That's something that Alexander Repenning's "AgentSheets" supported (among other stuff): you could define cellular automata rules by before-and-after examples, wildcards and variables, and attach additional conditions and actions with a visual programming language.

    AgentSheets and other cool systems are described in this classic paper: “A Taxonomy of Simulation Software: A work in progress” from Learning Technology Review by Kurt Schmucker at Apple. It covered many of my favorite systems.

    http://donhopkins.com/home/documents/taxonomy.pdf

    Chaim Gingold wrote a comprehensive "Gadget Background Survey" at HARC, which includes AgentSheets, Alan Kay's favorites: Rockey’s Boots and Robot Odyssey, and Chaim's amazing SimCity Reverse Diagrams and lots of great stuff I’d never seen before:

    http://chaim.io/download/Gingold%20(2017)%20Gadget%20(1)%20S...

    Chaim Gingold has analyzed the SimCity (classic) code and visually documented how it works, in his beautiful "SimCity Reverse Diagrams":

    >SimCity reverse diagrams: Chaim Gingold (2016).

    >These reverse diagrams map and translate the rules of a complex simulation program into a form that is more easily digested, embedded, disseminated, and and discussed (Latour 1986).

    >The technique is inspired by the game designer Stone Librande’s one page game design documents (Librande 2010). If we merge the reverse diagram with an interactive approach—e.g. Bret Victor’s Nile Visualization (Victor 2013), such diagrams could be used generatively, to describe programs, and interactively, to allow rich introspection and manipulation of software.

    >Latour, Bruno (1986). “Visualization and cognition”. In: Knowledge and Society 6 (1986), pp. 1– 40. Librande, Stone (2010). “One-Page Designs”. Game Developers Conference. 2010. Victor, Bret (2013). “Media for Thinking the Unthinkable”. MIT Media Lab, Apr. 4, 2013.

    https://lively-web.org/users/Dan/uploads/SimCityReverseDiagr...

    Agentsheets: Alexander Repenning (1993–)

    Interacting agents are embedded and interact within

  • how would you avoid making your randomly generated map look like a mess?
    2 projects | /r/gamedesign | 27 Oct 2022
    I thought you were kidding but it's an actual thing!
  • ggez Falling Sand Simulation: Best way to draw massive amount of individual pixels every frame
    4 projects | /r/rust_gamedev | 8 Oct 2022
    https://github.com/mxgmn/WaveFunctionCollapse - Honorable mention, same guy.
  • Ultra-high resolution (4900x800) generation in 1 step, 3GB memory, no manual editing, pure stable-diffusion
    6 projects | /r/StableDiffusion | 26 Sep 2022
    Neat! This approach reminds me a lot of Wave Function Collapse.
  • Wave Function Collapse
    2 projects | /r/gamedev | 12 Sep 2022
    Initial source of inspiration: https://github.com/mxgmn/WaveFunctionCollapse
  • Yeah, I'll call this variable viscosity
    2 projects | /r/ProgrammerHumor | 4 Sep 2022
    It is actually a pretty new algorithm for procedural content generation. Check out this repo

dnSpy

Posts with mentions or reviews of dnSpy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-09.
  • How to make mods?
    10 projects | /r/SunHaven | 9 Jun 2023
  • Simple mod to disable pausing
    3 projects | /r/Against_the_Storm | 26 May 2023
    To inspect the code, I recommend dnSpy. https://github.com/dnSpy/dnSpy You want to run it on the Assembly-CSharp.dll file from _Data/Managed. Then you can view the source code. I searched the entire project for the word "pause" until I found something that looked relevant. Luckily, the code for this game is pretty well written and well laid out.
  • Learning how to mod
    10 projects | /r/SunHaven | 22 May 2023
  • Absolute Beginner's Guide to making a mod?
    3 projects | /r/PlateUpModding | 11 Mar 2023
    Code Creation. Unfortunately, I don't have more information on the code of the game. This is the part I need help with. I'm quite familiar with HTML, CSS, and Javascript, but haven't really touched C#. The best that I've managed is opening Kitchen.Common.dll and KitchenMode.dll in dnSpy (https://github.com/dnSpy/dnSpy) and looking at the class and struct names, recognizing that some of the contents of those dll files which start with C, like CAppliance, are components of entities in the game, and can be used to retrieve entities somehow. I have no idea how to use the classes, like GrabItems or CreateNewMesses. Who knows if either of those do anything? Oh, and making an item or appliance? No idea.
  • [GUIDE] How to get all Klonoa PRS skins
    2 projects | /r/Klonoa | 13 Aug 2022
    first, get dnSpy from here: https://github.com/dnSpy/dnSpy/releases/download/v6.1.8/dnSpy-net-win64.zip
  • is it possible to reverse engineer exe file
    2 projects | /r/software | 12 Jul 2022
    I've been using JustDecompile and dnSpy. Remember that if it's programmed in, let's say, c++ or c, it's not that simple to reverse engineer. Simple C# .NET programs should be fairly easy to reverse engineer.
  • My game is being stolen - No idea what to do and it's frustrating
    2 projects | /r/gamedev | 18 Jun 2022
    There is also dnspy though it's not under active development. That can go back to C# or IL
  • Looking to learn how to mod LoR, anyone have a good entry level guide?
    4 projects | /r/libraryofruina | 27 May 2022
    For digging into the game's code aka opening .dll files (found in the Managed folder of the _Data folders): https://github.com/dnSpy/dnSpy For editing mod files (non-dll), there's Notepad (built-in for Windows), Notepad++ (https://notepad-plus-plus.org/), and Visual Studio Code (https://code.visualstudio.com/).
  • .NET is often seen as corporate and boring – What are some interesting/cool/unique projects and people?
    26 projects | /r/dotnet | 19 Apr 2022
    dnSpy / dnSpy The best .NET reflector (and can debug compiled assemblies!!)
  • Pathologic 2 modding?
    3 projects | /r/pathologic | 10 Apr 2022
    Sooo, P2 modding is not very well documented so far - what I know is that it's easy to replace things like textures and sounds using AssetStudio and UABE together. The dialogue and many of the gameplay files are in plaintext or XML, and can be edited freely (once you know what they do). Furthermore, you can use DNSpy to edit the .net files included with the game (this is how the published mod Bound Again added effects to items, IIRC).

What are some alternatives?

When comparing WaveFunctionCollapse and dnSpy you can also consider the following projects:

ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!

Fody - Extensible tool for weaving .net assemblies

dnSpy-Unity-mono - Fork of Unity mono that's used to compile mono.dll with debugging support enabled

Mono.Cecil - Cecil is a library to inspect, modify and create .NET programs and libraries.

Il2CppDumper - Unity il2cpp reverse engineer

AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files

x64dbg - An open-source user mode debugger for Windows. Optimized for reverse engineering and malware analysis.

ASP.NET Core - ASP.NET Core is a cross-platform .NET framework for building modern cloud-based web applications on Windows, Mac, or Linux.

de4dot - .NET deobfuscator and unpacker.

ILRepack - Open-source alternative to ILMerge

Aspect Injector - AOP framework for .NET (c#, vb, etc)

NConcern - NConcern .NET AOP Framework