Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
DeBroglie is a C# library implementing the Wave Function Collapse algorithm with support for additional non-local constraints, and other useful features.
I played around a lot with this library:
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.
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An implementation of Wave Function Collapse with a focus on performance.
I used this algorithm to generate minigolf courses .
I used this repo .
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.
🎨 Example-based texture synthesis written in Rust 🦀
Need help wrapping my head around Wave Function Collapse in 3D
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