fast-wfc
An implementation of Wave Function Collapse with a focus on performance. (by math-fehr)
RuntimeMeshComponent
Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent] (by TriAxis-Games)
fast-wfc | RuntimeMeshComponent | |
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2 | 7 | |
391 | 1,247 | |
- | - | |
0.0 | 4.3 | |
over 2 years ago | about 1 year ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | 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.
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.
fast-wfc
Posts with mentions or reviews of fast-wfc.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-03.
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Procedural Map Generation: Wave Function Collapse library in C (plus a CLI tool)
I tried one time to make my own WFC implementation in C++, and it didn't work and I ended up using this, what references you used?, btw great job
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WaveFunctionCollapse: Generates bitmaps that are locally similar to the input
I used this algorithm to generate minigolf courses [1].
I used this repo [2].
The algorithm is literally just a constraint solver. I'm pretty sure it's pretty similar to the sudoku solver I wrote in prolog for a university course.
It's kinda pretentiously named and described, probably because its more academic to do that. It's just a constraint solver.
1: https://twitter.com/00jknight/status/1249091532071645184
2: https://github.com/math-fehr/fast-wfc
RuntimeMeshComponent
Posts with mentions or reviews of RuntimeMeshComponent.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-15.
- Been working on a procedural terrain generator using the RMC & Fast Noise plugins. Here are some island generation outputs!
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Complex Collision Challenge (Where are the senior devs)
Are you using the RuntimeMeshComponent
- Building a StaticMesh in C++ during runtime
- C++ Examples of building a UStaticMesh at runtime?
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Help with getting started on learning how to do runtime procedural landscape generation?
Searching for ue4 and modifying a meshes vertex buffer, one quick result was this: https://github.com/TriAxis-Games/RuntimeMeshComponent which seems like a good place to start for modifying meshes at runtime in ue4.
- Cut yourself some logs right now ! (New feature) + Demo of chopping trees - Derelict WIP
What are some alternatives?
When comparing fast-wfc and RuntimeMeshComponent you can also consider the following projects:
DeBroglie - DeBroglie is a C# library implementing the Wave Function Collapse algorithm with support for additional non-local constraints, and other useful features.
ue4-targetsystemplugin - UE4 Dark Souls inspired Camera Lock On / Targeting system plugin