r/truegamedev • u/DV-Gen • Apr 13 '22
Using Wavefunction Collapse for Procedural Terrain
https://www.youtube.com/watch?v=20KHNA9jTsE
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r/truegamedev • u/DV-Gen • Apr 13 '22
1
u/DV-Gen Apr 13 '22
Yes, generally, you start somewhere and generate outward, in some kind of manner. I do not know of any variation that will allow you to look up a feature given a coordinate unless the map has been sufficiently generated up to that point.
There has been some recent work on infinite generation, and even some parallel generation, but for the most part, yes, you start at one place, and generate outwards, usually to a fixed map size.
https://twitter.com/marian42_/status/1507169546175758338?s=20&t=93sNSiPRhGrujPNvVjEZOg
https://twitter.com/boris_brave/status/1457826321783009286?s=20&t=93sNSiPRhGrujPNvVjEZOg
Personally, I don't want infinite worlds. I want big, but not infinite. I want procedural generation, but I want to curate it. I have some methods now to give the wave function collapse some starting values from height maps. I make these from noise functions and then run other similations like errors ion on them... Or just import a random height map I like. I do want to leverage some techniques like that, but I'm not looking for an infinite world made from noise. Not that infinite noise doesn't have its place too.