Infinite procedurally-generated city with the Wave Function Collapse algorithm
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Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#2Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#3Amazing work! I've been excited about this technique since I first saw the original demos of it ( https://github.com/mxgmn/WaveFunctionCollapse ) - but can someone explain (at a very high level) how Wave Function Collapse works? I've read through some of the documentation on various repos - it starts with the nitty-gritty details, and I haven't been able to grasp the concepts.
You're going to tile (say) the plane with a set of tiles you've chosen beforehand. (In this example, it looks like the tiles are 3d.) There are rules for which tiles can go next to each other---the edges must match.
As you go, there are two regions: a region in which you've settled on which tiles to use, and a boundary region in which you haven't. In the boundary region, you keep track of a probability distribution over the tiles. This distribution is influenced by the neighboring tiles (exactly how is probably the most interesting bit of the algorithm; I don't know).
The algorithm proceeds by repeatedly (i) picking a tile on the boundary that has a very skewed probability distribution, and fixing it to be the most likely tile; and (ii) updating the probability distributions of the neighboring tiles in the boundary.
It's possible that you end up making poor tile placements at the beginning that gets you stuck later, so the algorithm must sometimes backtrack to undo past decisions. You want to pick a set of tiles such that the algorithm doesn't need to backtrack too often, or it will take too long.
Note that the distribution is an ordinary probability distribution, not a sum of complex amplitudes like the name "Wave Function Collapse" would make you think.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#4Amazing work! I've been excited about this technique since I first saw the original demos of it ( https://github.com/mxgmn/WaveFunctionCollapse ) - but can someone explain (at a very high level) how Wave Function Collapse works? I've read through some of the documentation on various repos - it starts with the nitty-gritty details, and I haven't been able to grasp the concepts.
Here's my high-level understanding. You're going to tile (say) the plane with a set of tiles you've chosen beforehand. (In this example, it looks like the tiles are 3d.) There are rules for which tiles can go next to each other---the edges must match. As you go, there are two regions: a region in which you've settled on which tiles to use, and a boundary region in which you haven't. In the boundary region, you keep t…
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#5https://goo.gl/images/HHQLUv https://goo.gl/images/njGNLC
Would love to see the output using Gothic architecture as the input.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#6Amazing work! I've been excited about this technique since I first saw the original demos of it ( https://github.com/mxgmn/WaveFunctionCollapse ) - but can someone explain (at a very high level) how Wave Function Collapse works? I've read through some of the documentation on various repos - it starts with the nitty-gritty details, and I haven't been able to grasp the concepts.
Here's my high-level understanding. You're going to tile (say) the plane with a set of tiles you've chosen beforehand. (In this example, it looks like the tiles are 3d.) There are rules for which tiles can go next to each other---the edges must match. As you go, there are two regions: a region in which you've settled on which tiles to use, and a boundary region in which you haven't. In the boundary region, you keep t…
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#7Amazing work! I've been excited about this technique since I first saw the original demos of it ( https://github.com/mxgmn/WaveFunctionCollapse ) - but can someone explain (at a very high level) how Wave Function Collapse works? I've read through some of the documentation on various repos - it starts with the nitty-gritty details, and I haven't been able to grasp the concepts.
Here's my high-level understanding. You're going to tile (say) the plane with a set of tiles you've chosen beforehand. (In this example, it looks like the tiles are 3d.) There are rules for which tiles can go next to each other---the edges must match. As you go, there are two regions: a region in which you've settled on which tiles to use, and a boundary region in which you haven't. In the boundary region, you keep t…
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#8If this were used to create level design where the local view is several iterations deep of patterns of patterns but not yet all the way to the bottom, I guess a fractal, that would be a trip.
Awesome work!
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#9Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#10I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!