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WaveFunctionCollapse Alternatives
Similar projects and alternatives to WaveFunctionCollapse
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WaveFunctionCollapse discussion
WaveFunctionCollapse reviews and mentions
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Generating an infinite world with the Wave Function Collapse algorithm
https://github.com/mxgmn/WaveFunctionCollapse
As for global repetition, the original repo did have this to say, that selecting tiles is important.
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Ask HN: What are you working on (September 2024)?
I'm working on an extension to the Modify in blocks Model Synthesis algorithm [0] and the Wave Function Collapse algorithm [1] called "Punch Out Model Synthesis":
https://github.com/zzyzek/PunchOutModelSynthesis
Here's a gallery of sample outputs from the algorithm:
https://github.com/zzyzek/PunchOutModelSynthesis/blob/main/r...
I have an online demo of the algorithm in action for different tilesets (it's a little rough, so be warned):
https://zzyzek.github.io/PunchOutModelSynthesis/
The idea is you take an example image, chop it into little segments and infer tile rules depending on the overlap. It's very much old fashioned "machine learning/artificial intelligence" (that is, without any neural networks involved). There's also a demo of tile rule inference idea here:
https://zzyzek.github.io/TileRuleHighlighter/
[0] https://github.com/mxgmn/WaveFunctionCollapse
[1] https://github.com/merrell42/model-synthesis
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Wave Function Collapse
WFC is a very popular procedural generation technique that can generate unique outputs of tilemaps or levels based off prompted input images or tiles. WFC is an implementation of the model synthesis algorithm. WFC was created by Maxim Gumin in 2016. The WFC algorithm is VERY similar to the model synthesis algorithm developed in 2007 by Paul Merrell. For more information on WFC specifically, you can review Maxim's Github repo here.
- 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
- Kullback–Leibler Divergence
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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.
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A note from our sponsor - SaaSHub
www.saashub.com | 13 May 2025
Stats
mxgmn/WaveFunctionCollapse is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of WaveFunctionCollapse is C#.
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