4 ms·
"New algorithms" for tilemap generation? Maxim Gumin’s WaveFunctionCollapse is fast and produces nice results. A recent paper has been published outlining its
by indescions_2017 9y ago
"New algorithms" for tilemap generation?
Maxim Gumin’s WaveFunctionCollapse is fast and produces nice results. A recent paper has been published outlining its technique.
WaveFunctionCollapse is Constraint Solving in the Wild
http://isaackarth.com/papers/wfc_is_constraint_solving_in_the_wild/ http://isaackarth.com/papers/wfc_is_constraint_solving_in_th...
Combine WFC with a touch of "domain distortion" to add some organic panache:
http://www.iquilezles.org/www/articles/warp/warp.htm http://www.iquilezles.org/www/articles/warp/warp.htm
Or if you have space for several terabytes of high resolution NASA satellite imagery, you can always use that as a training set ;)
A step towards procedural terrain generation with GANs
https://arxiv.org/abs/1707.03383 https://arxiv.org/abs/1707.03383
- amitp 9y agoAll cool techniques — also see this paper about procedural terrain generation with GANs https://hal.archives-ouvertes.fr/hal-01583706v2 https://hal.archives-ouvertes.fr/hal-01583706v2
- indescions_2017 9y agoNow there is a potential demo ;) And thanks to you Amit for your gamedev resources. I reference your site all the time and know many have learned a lot from them!