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Procedural generation from a single example by wave function collapse github.com/mxgmn/WaveFunctio…
Maxim Gumin retweeted
Just the terrain from the Rampart-inspired game proto I posted earlier
#ScreenshotSaturday #WaveFunctionCollapse #threejs
Maxim Gumin retweeted
New project: HexCastle
🔥Live: hexcastle.andriibabintsev.co…
Wave Function Collapse is quite fun!
Maxim Gumin retweeted
Building a blazing fast ⚡ Wave Function Collapse solver for three.js
Sharing some technical notes on how I’m squeezing performance out of every frame.
(WIP 🚧 - but already interactive and ultra-fast!)
#threejs #gamedev #WFC #creativecoding
🧵1/6
Maxim Gumin retweeted
A while ago, I posted that browser-based editor that creates isometric maps using Wave Function Collapse (WFC).
I forgot to share most important thing of all, the url😖!!
apps.fenixfox-studios.com/wa…
#WFC #isometric #pixelart #gamedev #gamedevelopment #indiedev
Maxim Gumin retweeted
MarkovJunior is a probabilistic programming language where programs are combinations of rewrite rules and inference is performed via constraint propagation github.com/mxgmn/MarkovJunio…
Maxim Gumin retweeted
Tried porting the generator to Godot. No fancy tiles nor collapse heuristic, but a navigability flood-fill, placing trees at unreachable tiles.
Cool work! Apparently, you can generate locally-similar shapes using graph grammars.
These structures are made of small tiles!
Pleased to announce the publication of our #MesoGen paper at #SIGGRAPH2023! 🥳 Come and design rich #mesostructures thanks to our tile-based workflow! With @boubek
📔Webpage & paper: eliemichel.github.io/MesoGen
⚙️Open Source: github.com/eliemichel/MesoGe…
📽️Video: youtu.be/AXDTo-JkECc
Maxim Gumin retweeted
New blog post: Generating an infinite world with the Wave Function Collapse algorithm
>> marian42.de/article/infinite…
Maxim Gumin retweeted
I Just developed a browser-based editor that creates beautiful isometric tile maps in pixel art style! Inspired by @OskSta's work I've started my own WFC project. Stay tuned - more improvements to come! #WFC #isometric #pixelart #gamedev #gamedevelopment #indiedev
Maxim Gumin retweeted
"A few tiles later".. rewrote the WFC algorithm, so now it has a good navigability heuristic and some other neat stuff.
Maybe the next @BadNorthGame should take place in the forest, like this?
Maxim Gumin retweeted
I've never actually explained about DeBroglie/Tessera's path constraint, despite it being the most useful feature I've written.
Basically, it's an enhancement for #wavefunctioncollapse procedural generation that can for the generation to be globally connected.🧵
Maxim Gumin retweeted
Added different rooms to my dungeon generator.
The algorithm mostly relies on a find a replace routine.
I want to try house generation next.
Heavily inspired by work done by @ExUtumno
#screenshotsaturday #gamedev #indiedev #indiegame #IndieGameDev #pixelart #voxels #raytracing
Maxim Gumin retweeted
2D Wave function collapse with backtracking and freely adjustable socket rules, including exception tiles. Made with a free tile set from @KenneyNL #madewithunity #gamedev

























