Prince of probabilistic models, procgen messiah, tamer of Markov chains, the untrolled, necromancer of topics https://xitter.cf/t.co/yJanH6SL5X

Helsinki
Joined December 2015
Procedural generation from a single example by wave function collapse github.com/mxgmn/WaveFunctio…
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Maxim Gumin retweeted
Procedural terrain generation with Wave Function Collapse #AI #LLM #IndieDev #Voxel #indiegames #proceduralgeneration #GameDev
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excited to announce my new game 'Maybe... I'll go to the beach' 🏖️ it's a small spatial programming puzzle game inspired by Cellular Automata, CellPond (TodePond), MarkovJunior(mxgmn) more info below <3
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Just the terrain from the Rampart-inspired game proto I posted earlier #ScreenshotSaturday #WaveFunctionCollapse #threejs
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New project: HexCastle 🔥Live: hexcastle.andriibabintsev.co… Wave Function Collapse is quite fun!
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Maxim Gumin retweeted
I built a procedural medieval island map generator using Wave Function Collapse on hex grids. 4,100 cells, 900 possible states per cell, 60fps on mobile. Wrote up the whole process with lessons learned. Links below 👇 #threejs #webgpu
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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
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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
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MarkovJunior is a probabilistic programming language where programs are combinations of rewrite rules and inference is performed via constraint propagation github.com/mxgmn/MarkovJunio…
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Tried porting the generator to Godot. No fancy tiles nor collapse heuristic, but a navigability flood-fill, placing trees at unreachable tiles.
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i still think about this program, definitely one of my favorites
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Cool work! Apparently, you can generate locally-similar shapes using graph grammars.
For many years, I've been developing a new procedural modeling technique that overcomes many of the limitations of my PhD work on Model Synthesis and WFC. It's a completely new approach that uses graph grammars. It doesn't use tiles. I just presented it at SIGGRAPH!
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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
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Maxim Gumin retweeted
New blog post: Generating an infinite world with the Wave Function Collapse algorithm >> marian42.de/article/infinite…
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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
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"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?
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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.🧵
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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
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Maxim Gumin retweeted
Days 19-20: Hidden Dwelling 🏠 #nodevember #nodevember2022 #B3D #GeometryNodes
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2D Wave function collapse with backtracking and freely adjustable socket rules, including exception tiles. Made with a free tile set from @KenneyNL #madewithunity #gamedev
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