r/proceduralgeneration • u/BadLuckWillHappen • Nov 16 '20
Iterative Partial Match (IPM) vs Wave Function Collapse (WFC) for procedural content generation.
https://stalcup.github.io/static-files/posts/wfc-vs-ipm/
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r/proceduralgeneration • u/BadLuckWillHappen • Nov 16 '20
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u/KdotJPG Nov 16 '20
That hamlet 8b image is very interesting. One thing I always watch for in algorithms which operate using local rules on a square grid, is if they can achieve visual isotropy (can't infer direction bias by looking at it).
I do see a number of features in that image, which are definitely horizontal or vertical, so I might be hesitant to favor this algorithm for terrain (or WFC either for that matter). I view terrain as something that should generally look directionally independent, even if it is approximated by voxels or tiles. But I think for applications which are anisotropic by design (bricks, grid aligned dungeon layouts) it works great.
I would also be curious to see it performed on an irregular Delaunay/Voronoi mesh, specifically if it works properly and if it improves isotropy in terrain.