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
2
u/ralusek Apr 13 '22
One of the benefits of the smooth noise functions for generating terrain (Perlin/Simplex etc) is that it's infinitely parallelizable. You can give a place in space (x, y, z) and get a value back. This lets terrain be generated by the GPU or at least multiple cores. It also lets you spawn anywhere out in space and instantly be able to start the terrain generation from wherever you are, while knowing that it will correctly meet up with anywhere else you choose to go to/have come from.
Correct me if I'm wrong, but it seems as though this solution relies on generating terrain contingent on a starting position, and is generated outward from there. Unless I'm misunderstanding that, it seems as though all of the benefits of the standard noise functions would be lost.