@ForgingStation
  @ForgingStation
Forging Station | Procedurally Generated Park! Wave Function Collapse - Basic & Simplified version - Unity @ForgingStation | Uploaded January 2022 | Updated October 2024, 1 hour ago.
Hey guys! This is an updated & simplified version of my last attempt on the Wave Function Collapse algorithm. The last one had a few issues and was poorly optimized.
GitHub has been updated with the old version of the code marked as deprecated.
I even tried out modeling in blender this time to make it look a bit interesting. I basically wanted a nice-looking level for the DOTS-based AI car project. Though this would not be the environment, at least it is a step in the right direction.
I will be enhancing this project to incorporate some kind of error correction, layering, usage of nonuniform tiles, and of course going 3D, etc so stay tuned.

GitHub - github.com/ForgingStation/Wave-Function-Collapse

Good Reads - boristhebrave.com/2020/04/13/wave-function-collapse-explained
Procedurally Generated Park! Wave Function Collapse - Basic & Simplified version - UnityPerceptron Based Decision Making Unity DOTSUnity Hybrid-ECS/DOTS Car ControllerSense the Surrounding environment - Parallel Job - Collider Distance Query Unity DOTS PhysicsDOTS Pathfinding with NavMeshQuery - Implementation - Unity ECSCan a car carry water?!! Playing with - nvidia - Flex - Fluid Simulation - UnityDynamic Collision Avoidance System with Spatial Partitioning  - Unity ECS/DOTSUnity DOTS Navigation - Click To Move - New Input SystemAI Car - Unity Hybrid ECS/DOTSCrowd Simulation Part - 1. Closest Approach CalculationBasic Flocking Optimization - Android Build - 20000 Boids - Unity ECS/DOTSCollision Avoidance using Boids behaviour

Procedurally Generated Park! Wave Function Collapse - Basic & Simplified version - Unity @ForgingStation

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