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Skip to content Menu Home About Wave Function Collapse Explained 2020-04-13 2020-04-16 | Boris A simple guide to constraint solving Since developing DeBroglie and Tessera , I’ve had a lot of requests to explain what it is, how it works. The generation can often seem quite magical, but actually the rules underlying it are quite simple. So, what is the Wave Function Collapse algorithm (WFC)? Well, it’s an algorithm developed by Maxim Gumin for generating tile based images based off simple configuration or sample images. If you’ve come here hoping to learn about quantum physics, you are going to be disappointed. WFC is capable of a lot of stuff – just browse Maxim’s examples, or check out #wavefunctioncollapse on twitter, or see my youtube video . WFC is explained briefly in Maxim’s README, but I felt it needed a fuller explanation from first principals. It is a slight twist on a much more broad concept – constraint programming . So much of this article is going to explain constraint programming, and we’ll get back to WFC at the end . Continue reading → Wave Function Collapse tips and tricks 2020-02-08 2020-02-08 | Boris I’ve been experimenting a lot with constraint-based procedural generation these days. Specifically the Wave Function Collapse algorithm (WFC). I’ve even made my own open source library , and unity asset . WFC is a very flexible algorithm, particularly with the enhancements I’ve designed, but at the same time, I’ve found it’s quite hard to actually get it to produce practical levels useful for computer games. The key difficulty is WFC doesn’t have any global structure to it, all it does it make the output generation look like the input locally, i.e. when viewing small rectangles of output at a time. In this article, I share what I’ve learned to take your constraint based generators to the next level. Continue reading → Tessera Pro Released 2020-02-08 2020-02-08 | Boris Due to demand, I’ve now released Tessera Pro , an upgraded version of Tessera which comes with source code and some extra features. Hopefully with more features to come. I’m really pleased with how the project has been recieved so far, and am hoping to see some awesome games made with it. Check it out on the Unity asset store . Messing with Unity’s GUIDs 2020-02-05 2020-02-08 | Boris I recently released an addon in the Unity asset store. It’s actually two addons: Tessera Pro is a fully featured copy, with complete source code, and Tessera which has cut down features, and you just get a precompiled .dll. I quickly discovered a big problem – if you upgrade from Tessera to Tessera Pro, then all your scenes become broken. You get this error, which is likely familiar to veteran Unity developers. I’ll go into what’s happening in general, and how I dealt with it. Continue reading → Tessera 3d tile level generation 2019-11-28 | Boris After a lot of work, I’ve prepared my first ever commercial release . It’s an addon for Unity that lets you procedurally generate levels and other things based on a simple tile setup. Continue reading → Dungeon Generation in Enter The Gungeon 2019-07-28 2019-07-30 | Boris I’ve been playing a lot of Enter The Gungeon recently. It’s a great, brutally hard, twin stick bullet hell that reminded me a lot of Binding of Isaac . But as I’ve been playing it more and more, I realized that the dungeon design actually shows some subtle genius. There are many procedural generators out there that produce sensible level layouts that manage pacing and rewards correctly, and there are other generators out there that provide levels that include loops and compact layouts. But it’s hard to find both in a single game. Really, the only other game I’ve heard attempting this is Unexplored . So, naturally, I broke out the decompiler to reveal all of Gungeon ‘s secrets to me. I’ll share with you what I found. Continue reading → Dungeon Generation in Diablo 1 2019-07-14 2019-08-04 | Boris Diablo 1 is a classic 1996 hack and slash action RPG. It was one of the first popular attempts at bringing roguelikes to the masses, from the niche ascii art. It’s spun a host of sequels, and imitators. It’s known for a dark, moody atmosphere that intensifies as the player descends into the dungeon beneath the town of Tristram. It was one of the first games I played with procedurally generated maps, and it blew me away that generating such convincing areas was even possible. I recently discovered that thanks to the discovery of various debug symbol files accidentally left lying around, several fans took it upon themselves to reverse-engineer the source code and clean it up into a good guess at what the original game is like. Thus began a week long deep dive into how exactly did lead developer, David Brevik, actually craft these levels. It may have taken away some of the magic of the game, but I learnt lots of techniques I think are applicable to anyone developing a similar game, which I share with you below. Continue reading → DeBroglie v0.1 2018-10-06 | Boris Introducting my latest project, DeBroglie. DeBroglie is a C# library and Windows command line application implementing the Wave Function Collapse algorithm with support for additional non-local constraints, and other useful features. Wave Function Collapse (WFC) is an constraint-based algorithm for which takes a small input image or tilemap and procedurally generating a larger image in the same style, such as. DeBroglie is stocked with loads of features to help customize the generation process. Basically, you can use it to generate cool tile based stuff. https://www.boristhebrave.com/wp-content/uploads/2018/10/rotation.webm Docs Download Github Barycentric Perlin Noise 2018-05-12 | Boris Perlin noise is a classic procedural texture. It gives a wavy grayscale image, that has all sorts of uses in computer graphics. Commonly, it’s used to blend two textures together. But what if you want to blend three or more textures together? Well today I have the answer. Continue reading → Random Paths via Chiseling 2018-04-28 2018-04-28 | Boris I went over a previous project to randomly generate paths between points and came up with a much more efficient and versitile algorithm. The algorithm is simple. Start with the entire area covered in path tiles, then and remove tiles one by one until only a thin path remains. When removing tiles, you cannot remove any tile that will cause the ends of the path to become disconnected. These are called articulation points (or cut-vertices). I use a fast algorithm based on DFS to find the articulation points. I had to modify the algorithm slightly so it only cares about articulation points that separate the ends, rather than anything which cuts the area in two. After identifying articulation points it’s just a matter of picking a random tile from the remaining points, and repeating. When there are no more removable tiles, you are done. Or you can stop early, to give a bit of a different feel. I call it “chiseling” as you are carving the path out of a much larger space, piece by piece. See on github . Continue reading → Posts navigation Previous Search for: Recent Posts Wave Function Collapse Explained Wave Function Collapse tips and tricks Tessera Pro Released Messing with Unity’s GUIDs Tessera 3d tile level generation Archives April 2020 February 2020 November 2019 July 2019 October 2018 May 2018 April 2018 January 2018 July 2017 May 2017 September 2015 May 2014 July 2013 February 2011 May 2010 January 2010 October 2009 September 2009 August 2009 March 2009 February 2009 January 2009 September 2008 Meta Entries RSS Comments RSS Proudly powered by WordPress | Theme: Sketch by WordPress.com ....

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