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Procedural generation in Unity, using the wave function collapse algorithm

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guillemsrr/WFCourse

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final pipes

WFCourse

This repository is properly tagged in case you'd like to follow its development step by step.

The first approach of the algorithm is a simple example of terrain adjacencies (sea, beach, valley, mountain) made of cubes.

terrain example

Having developed this simple example, we approach a more complex system featuring 3D modules, constraints and backtracking.

pipes example

And create a UI button in a different scene (following Scriptable Objects event channels pattern), and implement a simple orbital camera.

pipes with Generate button

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Procedural generation in Unity, using the wave function collapse algorithm

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