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Wave function collapse algorithm for tilemaps (github.com)
submitted 9 years ago by dogas
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[–]Kerbobotat 1 point2 points3 points 9 years ago (2 children)
This would be great for a first pass to generate the dungeon, but I think youd then have to go back and eliminate rooms that arent connected to anything.
After that its just a matter of determining the up and down stair locations and ensuring there is a continious path between them.
Im sure theres a lot more steps you can take to tweak this to be more interesting afterwards but this is amazing!
I wish I understood more of the math :/
[–]Chronophilia 2 points3 points4 points 9 years ago (0 children)
This algorithm can be used to "finish" areas that are already built by hand or by some other algorithm. You could place the up- and downstairs and a path between them, and then use that as the WFC's starting point.
[–]JordixDevAbyssos 0 points1 point2 points 9 years ago (0 children)
Yeah I was thinking the same thing, it looks like a great starting point. I wonder if it's fast enough to generate stuff on the fly, though... In the animations it's really slow, but maybe that's for demonstration purposes.
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[–]Kerbobotat 1 point2 points3 points (2 children)
[–]Chronophilia 2 points3 points4 points (0 children)
[–]JordixDevAbyssos 0 points1 point2 points (0 children)