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Getting Started With Procedural Content Generation with Wave Function Collapse - Unity

Forging Station Nov 13, 2021 11:58
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Barely getting started with the basics of procedural content generation using wave function collapse. I am excited about this project and will keep adding small enhancements in-between other projects so stay tuned! It took a while to even understand how unity deals with vertex positions and how it could be used. I am not sure if a generic WFC algorithm can be made but if one understands the algorithm, I think it can be used in a pipeline to procedurally generate content, at least some content for a game. Took me a while this one. This is extremely inefficient at this point. Share your feedback/suggestions on optimization and ways to improve the approach I am taking here!! GitHub - https://github.com/ForgingStation/Wave-Function-Collapse Much better explanation of the Wave Function Collapse Algorithm - https://www.youtube.com/watch?v=2SuvO4Gi7uY Procedurally generated city - Marian https://marian42.de/article/wfc/
Gaming
#Forging Station #Sumera Sankruthyayana #Wave Function Collapse #Getting started #Collapse propogation #Constraint Solver #Procedural content generation #Adjacency rules #Adjacency constraints #Slots #Socket code #hashing #Vertex positions