Using the Wave Function Collapse Algorithm for Infinite Procedural Cities
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More of these please! I need some good beginner tutorial!

by Berti Hien
2 hours ago

ahahahah Luke hahaha comment of the day !

by Luke
6 hours ago

But can it run Crysis?

Using the Wave Function Collapse Algorithm for Infinite Procedural Cities
9 January, 2019
News

Have a look at the concept of a game by Marian where users walk through an infinite city that is procedurally generated as they walk. The whole thing is generated from a set of blocks with the help of the Wave Function Collapse algorithm.

The concept is based on a talk by Oskar Stålberg who used the WFC algorithm to generate levels in Bad North. The algorithm here is said to choose which modules to select for each slot in the world. “The array of slots is considered a wave function in an unobserved state. That means that each slot has a set of possible modules that could be put there. In the language of quantum mechanics, one could say “The slot is in superposition of all modules”. The world starts in a completely unobserved state where every module is possible in any slot,” pointed out the artist. Then, one by one, each slot is collapsed, so one module from the set of possible modules is selected at random. The process is said to be followed by a step of constraint propagation. “For each module, only a subset of modules are allowed to be placed adjacent to it. Whenever a slot is collapsed, the sets of modules that are still possible to be placed in nearby slots need to be updated.”

Make sure to learn more about the project here. You can now download a playable build of the game on itch.io or get the source code on GitHub.

The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.

Check the full description

Contact Emiel Sleegers

Source: marian42.de

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