kinoshita.eti.br
WaveFunctionCollapse
kinoshita.eti.br | WaveFunctionCollapse | |
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2 | 99 | |
4 | 22,791 | |
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9.8 | 4.8 | |
about 16 hours ago | 17 days ago | |
Jupyter Notebook | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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kinoshita.eti.br
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Ask HN: Could you show your personal blog here?
https://kinoshita.eti.br/
CSS only, no JS. Trying to make it as accessible as possible. Mainly about programming and some art stuff.
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Ask HN: What weird technical scene are you fond/part of?
>- Sites that work without JavaScript. Even better than the first, it's always a pleasure to see when a site is made properly for a change, without the toxicity of JavaScript that pervades the world wide web (WWW) as we know it.
I kept the colors I used before, but dropped JavaScript and tried to use CSS that is compatible with multiple browsers. It has been a learning experience, but very interesting to see how far I can get to with just HTML and CSS.
Now I've started focusing on semantic web tags, and accessibility testing. Much easier without JavaScript.
- Site: https://kinoshita.eti.br/
- Source: https://github.com/kinow/kinoshita.eti.br/
WaveFunctionCollapse
- I use Wave Function Collapse to create levels for my game (2022) [video]
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It's Okay to Make Something Nobody Wants
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!
- The Wavefunction Collapse Algorithm
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Kullback–Leibler Divergence
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
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All of it under the most poorly designed and maintained village
Reminds me of wave function collapse - a programmatic way to generate mazes.
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How to detect and fix isolated terrain (islands or lakes) in a tile-based terrain?
I am using WFC to generate the terrain, with pretty much a copy-paste implementation of the original WFC implemented into Unity.
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How to make wfc or post-gen script in blender?
If you still want to go the WFC route, the original WFC repository is a great place to start. There's also a (relatively barebones looking) Godot plugin you could take a look at.
- Wave Function Collapse
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collapsed
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/
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Room Generation Using Constraint Satisfaction
There’s an interesting approach similar to this called [Wave Function Collapse](https://github.com/mxgmn/WaveFunctionCollapse) (no relation to wfc in physics idea besides inspiration). It can infer the probabilistic constraints from one input example, and it seems to generalize quite well. Here’s a [little demo](https://oskarstalberg.com/game/wave/wave.html)
What are some alternatives?
Raylib-cs - C# bindings for raylib, a simple and easy-to-use library to learn videogames programming
eShopOnContainers - Cross-platform .NET sample microservices and container based application that runs on Linux Windows and macOS. Powered by .NET 7, Docker Containers and Azure Kubernetes Services. Supports Visual Studio, VS for Mac and CLI based environments with Docker CLI, dotnet CLI, VS Code or any other code editor. Moved to https://github.com/dotnet/eShop.
OpenFK - An open source replacement for the U.B. Funkeys executable.
DeBroglie - DeBroglie is a C# library implementing the Wave Function Collapse algorithm with support for additional non-local constraints, and other useful features.
dnSpy-Unity-mono - Fork of Unity mono that's used to compile mono.dll with debugging support enabled
texture-synthesis - 🎨 Example-based texture synthesis written in Rust 🦀
dnSpy
MarkovJunior - Probabilistic language based on pattern matching and constraint propagation, 153 examples
Wox - A cross-platform launcher that simply works
v2ray-core - A platform for building proxies to bypass network restrictions.
CodeHub - CodeHub is an iOS application written using Xamarin
v2rayN - A GUI client for Windows, support Xray core and v2fly core and others