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A custom Wave Function Collapse algorithm to procedurally generate tile-based cityscapes.

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Procedural Cityscapes Using WFC

Project Description

This project procedurally generates a 3d cityscape from a given set of tiles and connection rules. Taking inspiration from the WaveFunctionCollapse algorithm by Maxim Gumin, the created system generates a grid of a given size which can then be populated with tile values, either manually by the user or procedurally collapsed by the function.

WFC city

Installing / Using the Project

The project is built in Unity 2021.1.21.

To use project UI is provided to alter apsects such as grid size or solver delay. The generate button creates a new grid of the provided size and can be used to reset the grid if needed. To solve the grid users can select any of the tiles in an uncollapsed cell to set that cells value, the solve button can be used to automatically solve any remaining empty cells.

Documentation

The written portion of this dissertation project can be found here: Procedural Generation of Virtual Cityscapes Using WaveFunctionCollapse Algorithm.pdf

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A custom Wave Function Collapse algorithm to procedurally generate tile-based cityscapes.

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