Wave Function Collapse

Is it really useful or is it just a meme?

I understand the basics of it, but I really fail to see any benefit of it over traditional procedural generation. Yea sure it's nice that you can just draw whatever and it will generate more of it but uglier, but that isn't useful in any capacity. Sure it's nice that you can directly add more constrains to it in seemingly easier way than engineering the whole procedural code to uphold these constrains. But the more constrains you add the more likely it is to cause contradiction and force you to restart an already very computation intense algorithm. And this can majorly frick you up if you have an endless world which you want to expand in runtime and can't really start from scratch. To do anything interesting with it, you'd have to create so much constrains and design them in such a way that will always allow to completely avoid contradictions, that you might as well just drop WFC at this point and write normal generation code. Especially considering the fact that you need to divide your world in some form of tiles and these tiles only interact locally, except for constrains(which wouldn't be as trivial to write to eg get buildings that looks normal, symmetric instead of everything being organic and unpredictable).

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  1. 2 years ago
    Anonymous

    is this some game dev shit ?

    • 2 years ago
      Anonymous

      Terrain/world generation for games is it's primary practical usecase, but it's a new tech and isn't widely used right now. Although some indie devs seems to be very hyped about it.

  2. 2 years ago
    Anonymous

    there are many other better algos
    read pcgbook by shaker, togelius et al

  3. 2 years ago
    Anonymous

    is there a gentle introduction to it?

    • 2 years ago
      Anonymous

      Check out this repo readme: https://github.com/mxgmn/WaveFunctionCollapse

    • 2 years ago
      Anonymous

      https://www.gridbugs.org/wave-function-collapse/

  4. 2 years ago
    Anonymous

    Focus on making a fun game instead of jerking to mathematical memes.

    • 2 years ago
      Anonymous

      I'm not even a gamedev lol. I just wanted to ask if there is anyone that had experience with that algorithm and know what's so good about it.

      • 2 years ago
        Anonymous

        aren't you able to read? serious question

  5. 2 years ago
    Anonymous

    how else are you going to do something like in here https://www.youtube.com/watch?v=0bcZb-SsnrA ?
    I know you can implement procedural buildings in Blender via geometry nodes but those are more of a pain in the ass.

    • 2 years ago
      Anonymous

      tl;dw?
      Is this just that island generation?
      First I'd generate an uniform circular gradient and add perlin noise to it, negative values would indicate water and positive land.
      Then I'd get perlin noise added to for something like signed distance field of coast line and low positive threshold would determine a 2-tile high mountain.
      Then I'd take random edges of the mountain and lower them to one-tile high, maybe trying also to lower neighbors so they appear in groups.
      Then I'd add some decals here and there.
      These tiles seems to act just like your normal 3D marching cubes, maybe with some variants per tile.

      https://www.youtube.com/watch?v=TO0Tx3w5abQ
      is this you

      If I were jdh, I would probably already know the answer to my questions.
      Or maybe not considering he jumped on ECS for no good reason, probably because it's getting so shilled and only realized it's pointless few months down the line.
      Still, his content is pretty cool.

  6. 2 years ago
    Anonymous

    It's a good way to turn a basic user input into a game map, like in the game it was invented for, Townscaper
    It's not very useful for real procedural generation

  7. 2 years ago
    Anonymous

    >bowl of oatmeal — the algorithm
    can't wait for AI to btfo these pseudo procedural generation bs.

  8. 2 years ago
    Anonymous

    is this you

  9. 2 years ago
    Anonymous

    >terrain generation
    Any resources for absolute morons? I want the absolute basics of procedural generation of terrain because it looks like magic to me.

  10. 2 years ago
    Anonymous

    I tried to use a WFC plugin for Unreal but ended up dropping it because there wasn't much control for tile interaction. It could generate basic chains of rooms, corridors, and stairs, but not much beyond that. There was no way to ensure connectivity between tiles, you ended up getting isolated rooms with no way to enter or leave them.

    • 2 years ago
      Anonymous

      >WFC plugin for Unreal
      Link?
      Is it paid?

      • 2 years ago
        Anonymous

        https://www.unrealengine.com/marketplace/en-US/product/procedural-environment-generator-wfc-basic

        Yes, it's paid, but it's really cheap. There is now a bigger, more expensive version though, I haven't tried that one.

  11. 2 years ago
    Anonymous

    Can it draw me a gf?

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