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World Generation Using Constrained Wave Function Collapse

My thesis aims to understand the Wave Function Collapse (WFC) procedural generation technique and apply it in a way that mitigates common issues with its implementation. I use a 2.5D grid-based world that populates its visuals from images that are generated using Overlapping Wave Function Collapse (OWFC). Each section of the map, deemed “Cells” or “Rooms” are laid out in relation to each other determined by Tile Wave Function Collapse (TWFC). The metadata for TWFC is generated using user-input, and OWFC settings are adjustable via interface or XML.

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