Wave Function Collapse
Wave Function Collapse: Procedural Map Generator
About the Game
Wave Function Collapse is an innovative map generation tool that uses a set of predefined rules to create unique maps. With this system, you can generate expansive maps of any size, and detail.
Key Features:
- Procedural Generation: Create intricate maps based on your chosen dimensions and sub-square inputs.
- Custom Rules (soon): Define the rules that shape your map, ensuring each generation is unique and adheres to your vision.
How It Works
Wave Function Collapse leverages complex algorithms to ensure speed and uniqueness. Here’s a brief overview of the process:
- Input Dimensions: Specify the size of your map.
- Set Rules (soon): Define the rules and constraints for your map’s generation.
- Generate: Watch as the algorithm constructs a map based on your imputed dimensions.
Upcoming Features
Would love to one day include:
- Tile Editor: Customise individual tiles to fit your specific needs.
- Biomes: Introduce diverse biomes to add variety and complexity to the maps.
Controls
To set the dimensions and other settings click on the boxes and type, leaving empty sets to defaults.
Status | Released |
Platforms | HTML5 |
Author | BM Code |
Genre | Simulation |
Made with | Unity |
Comments
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wow, how did you manage to make such an optimized WFC? 500 by 300 should take at least 30 minutes to complete.
I tried to pre-bake as much as I could so lots of references are calculated on startup such as the rules, so that all states are put into dictionary's which return the possibility's, the tiles themselves are all stored in hashsets. Its faster as an exe too.
I never thought about pre-calculating possibilities and storing them for later use. This is a great optimization technique that I'll definitely keep in mind for future projects. tks bro