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