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Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.
The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti
'use strict' | |
let Promise = require('bluebird') | |
let _ = require('lodash') | |
class Event { | |
constructor(session) { | |
this.session = session; | |
this.scrapedIDs = []; | |
} |
// NOTICE 2020-04-18 | |
// Please see the comments below about why this is not a great PRNG. | |
// Read summary by @bryc here: | |
// https://github.com/bryc/code/blob/master/jshash/PRNGs.md | |
// Have a look at js-arbit which uses Alea: | |
// https://github.com/blixt/js-arbit | |
/** |
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<body> | |
<h1 id="display"></h1> | |
<script type="text/javascript"> | |
(function() { | |
// Source: http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/ |
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | |
Version 2, December 2004 | |
Copyright (C) 2011 YOUR_NAME_HERE <YOUR_URL_HERE> | |
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copies of this license document, and changing it is allowed as long | |
as the name is changed. | |
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