Show HN: Simple Wave Function Collapse
github.com
github.com
This is referring to a Procedural Generation algorithm named the Wave Function Collapse algorithm: https://github.com/mxgmn/WaveFunctionCollapse
So, first I place a random tile at a random position, from that I grow the map chosing the neighbor with the lowest entropy (smallest number of possible tiles).
Hope you like it.
I did not included it on my readme because I did not used or even looked at their code, but that's the WFC I was referring to when I named my project.
I learned the basic concepts of WFC from different sources and try to implement them on my own.
In short, it’s an algorithm for procedural generation of tiled content, like 2d/3d game maps.
No offense, but it looks like a rendering of my lawn after the gophers got into it.
The name arises because you start by population all grid squares with all possible tiles, and use the constraints to progressively eliminate tiles until there is only one for each grid square.
Sometimes you need to make a random choice between equally valid tiles, so in a sense you start with a superposition of possible tilings, and reduce to a single one, hence the name.
I did my doctoral work in the area of quantum dynamics, and wavefunction collapse does have a well-known definition and context.
While it might (now) apply to the generation of terrain imagery as well, it's hardly related to the accepted definition and meaning in quantum mechanics.
Perhaps a better title would be "Procedural Terrain Generation."
Just my $0.02.
Then why would you have any understanding of terms of art from outside of that field? I understand the confusion, but there's no need to imply that the OP is objectively wrong just because you don't like that (someone else) named their algorithm wave function collapse.
It's not described that way but it is a one-shot pattern learning algorithm that is much more interesting than just a procedural generation algorithm, or even a constraint solver as others have said.
See the link to the creator of the original version given by platz in the sister comment. There's more going on than just "procedural terrain generation".