#WaveFunctionCollapse
#gamedev #pixelart #indiegame #twine taking a break from #wavefunctioncollapse - classical methods are way easier to do
April 8, 2025 at 7:48 PM
Top-down map of Guppy Island - a procedurally generated environment 🐟

#godot #godotengine #indiedev #gamedev #proceduralgeneration #wavefunctioncollapse
August 11, 2026 at 8:34 PM
I've built a bot that creates and post a generated Zelda map using WaveFunctionCollapse. A new map every 2 hours! It's hosted on my HomeLab server.
Hyrule’s open skies are waiting for your imagination to soar!
December 22, 2024 at 11:33 AM
image-based wave function collapse for #gamemaker

works great in GMRT

github.com/tijit/wavefu...
GitHub - tijit/wavefunctioncollapse-gml: its wave function collapse in gml
its wave function collapse in gml. Contribute to tijit/wavefunctioncollapse-gml development by creating an account on GitHub.
github.com
September 15, 2026 at 9:56 AM
Interesting repository: "WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics" github.com/mxgmn/WaveFu... #gamedev #gameart #programming
https://github.com/mxgmn/WaveFunctionCollapse"
April 9, 2025 at 8:29 AM
The #Liikennematto procgen overhaul is getting to the point where I'm tweaking new assets and fixing bugs. I want to improve (and add) animations and sounds before I ship, but the foundation is now complete!

#screenshotsaturday #gamedev #wavefunctioncollapse
March 15, 2025 at 9:43 AM
basically a specialized texture synthesis technique we use for map generation

github.com/mxgmn/WaveFu...
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
February 22, 2026 at 7:24 AM
Our next project uses #WaveFunctionCollapse by @exutumno.bsky.social to generate layouts for our 2D environment. Here's the link to our fork, where I've set it up as a C# library rather than a console application.

github.com/goon-llc/Wav...
GitHub - goon-llc/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - goon-llc/WaveFunctionCollapse
github.com
July 27, 2026 at 9:02 PM
Today, I look at Quantum WFC, a new algorithm from Raoul Heese that extends the classical #WaveFunctionCollapse algorithm to real Quantum Computing devices. Cool stuff!

www.boristhebrave.com/2024/11/03/q...
Quantum WaveFunctionCollapse
One of my biggest gripes with the WaveFunctionCollapse procedural generation algorithm is that, despite the name, it doesn’t really have anything to do with quantum mechanics. I usually prefe…
www.boristhebrave.com
November 3, 2024 at 3:12 PM
Step 3 of my map generation pipeline is live!

🧱 Started with a clean grid
🪓 Used BSP + some custom logic to space out plots
🌊 Now running Wave Function Collapse to generate structures on top!
🏗️Every map will be different!
#gamedev #proceduralgeneration #indiedev #tacticsgame #wavefunctioncollapse
June 4, 2025 at 3:47 PM
severalfighters.net/hierarchical...
An overdue continuation, going over the theory of the planet generation system we're exploring. Buckle in for graph theory (no/yes that type of graph), plate tectonics, and quantum chess.
#gamedev #proceduralgeneration #wavefunctioncollapse
Hierarchical Network Collapse 2: Theory and Plan
Everyone read Part 1? you didn’t? well go do it. So, last time I outlined the methods I’ve used in the past, but there are more than one way to skin a cat. Actually that’s a weird…
severalfighters.net
September 15, 2026 at 2:47 PM
That's the classic #WaveFunctionCollapse in a good place. Now to investigate if the state of the art on global constraints has progressed in the last few years…
May 21, 2026 at 7:26 AM
I'm using waveFunctionCollapse and open street maps data to build a road network (highways + aterials) from seattle data, then using that road network to flood fill with an additional step of chunked world generation. This is just a debug output so that I don't have to reload the game
January 23, 2026 at 10:29 PM
WIP decorative nature tiles/multi-tiles for #Liikennematto.
Part of the nearly-finished procgen rewrite into (driven) #wavefunctioncollapse.
February 20, 2025 at 10:27 AM
Driven WFC proof of concept in Liikennematto! The PoC is in a very rough state, yet I can initialize a buffer around road tiles that the player has built, and have WFC generate content inside the buffer.

#gamedev #wavefunctioncollapse #elmlang #screenshotsaturday
October 18, 2024 at 11:30 AM
Bitmap and tilemap generation from a single example
https://github.com/mxgmn/WaveFunctionCollapse
[comments] [42 points]
May 2, 2026 at 1:03 PM
actually there is some stuff he wants us to do thats like uh wave function collapse type stuff lol github.com/mxgmn/WaveFu... but yeah older ai is cooler 🤔
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
October 8, 2025 at 4:58 PM
You wanna know how wavefunction collapse works? Say less bro

youtu.be/SobPLRYLkhg

#programming #maker #making #wavefunctioncollapse #rust #generative
Wavefunction Collapse in Rust
YouTube video by Ian Carey
youtu.be
February 17, 2026 at 8:26 PM
github.com/mxgmn/WaveFu... this is the first implementation I saw and a good explanation of how it works. Here's the wiki link en.wikipedia.org/wiki/Model_s...
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
February 1, 2025 at 11:23 AM
It reminds me of WaveFunctionCollapse -- specify as many or as few details as you want, then randomly fill in the gaps in a locally-coherent way.
November 26, 2024 at 5:54 PM
I was recently experimenting with wave function collapse which can generate tiled and non tiled structures but I don't think it's as useful for random dungeon generation, you might find some similar algorithms in the wave function collapse wiki though.
GitHub - mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics - mxgmn/WaveFunctionCollapse
github.com
February 1, 2025 at 11:21 AM
It works via an algorithm called #WaveFunctionCollapse, which has the ability to look ahead at what possible tiles can/cannot connect together.

In practice, this means everything just snaps together like magic, even for many weirder tilesets.

Here's a tutorial:
www.youtube.com/watch?v=lIIs...
Tessera Tutorial - Basics
YouTube video by Boris The Brave
www.youtube.com
November 11, 2024 at 2:17 PM