This is my take on the wave function collapse algorithm.

In this case, I have tailored it to suit a modular world-generation system in Unity.

This tool could potentially be used for procedurally generated RPG towns, or something similar.

This system makes it easy to add new buildings into the world generation, and leaves the opportunity to extend its terrain system (although this may get tedious).

If you want to use this in a game you will most likely need to add colliders to all the prefabs being used.

The code is available at:

https://github.com/jake-d37/procedural-grid-world-generation

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