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Why I'm Using Wave Function Collapse for Procedural Terrain | Unity Devlog
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In this devlog, I talk about my experiences using Wave Function Collapse to generate procedural terrain in Unity. Voxel worlds are great, but I'm really enjoying this algorithm. Stick around for more details on using Wave Function Collapse in later videos. For now check out the resources below.
Follow me on Twitter:
Marching Cubes Wikipedia page:
Sebastian Lague's Marching Cubes video:
Phantom Brigade:
Phantom Brigade devlog:
Townscaper:
Bad North:
Maxim Gumin's Wave Function Collapse Github:
Oskar Stålberg's Wave Function Collapse demo:
Shezez's video on perspective in Legend of Zelda: Link Between Worlds
Music:
Mario Bava Sleeps In a Little Later Than He Expected To - Chris Zabriskie
Unicorn Heads - Drifting at 432 Hz
Follow me on Twitter:
Marching Cubes Wikipedia page:
Sebastian Lague's Marching Cubes video:
Phantom Brigade:
Phantom Brigade devlog:
Townscaper:
Bad North:
Maxim Gumin's Wave Function Collapse Github:
Oskar Stålberg's Wave Function Collapse demo:
Shezez's video on perspective in Legend of Zelda: Link Between Worlds
Music:
Mario Bava Sleeps In a Little Later Than He Expected To - Chris Zabriskie
Unicorn Heads - Drifting at 432 Hz
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