Earlier quoted context omitted.
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…
Oh my....perhaps this backtracking to fix past inconsistencies could allow for a game environment in which "Mandela effect" events happen naturally from time to time. Could make for an interesting game mechanic.
Infinite procedurally-generated city with the Wave Function Collapse algorithm
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It seems like it would work very well in a horror game. Though random generation doesn’t lend itself too well to horror.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#142Anyone have any experience applying this to the generation of time series data? It's easy enough to generate random time series data but this looks like a promising way to generate interesting signals with prescribed shapes or features while still being "random".
"One of the dimensions can be time. In particular, d-dimensional WFC captures the behaviour of any (d-1)-dimensional cellular automata."
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#143Minecraft has an add on that does this called “The Lost Cities” “There are highways, bridges, tunnels, a subway system, tons of dungeons with spawners and loot and so on. ” https://minecraft.curseforge.com/projects/the-lost-cities https://youtu.be/OZYZ0kV7Uw0
Does it use WFC or another genration algorithm?
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#144That's why I hate being a tourist.
- "Look at this wonderful stairs!"
- "I see them. They are really uniquely same as any other stairs I've seen so far. And after all they are ... just staris."