Home › WAVE FUNCTION COLLAPSE (Gumin 2016) generates ti…
WAVE FUNCTION COLLAPSE (Gumin 2016) generates tilemaps by applying which paradigm?
AConstraint propagation on local adjacency rules
BGenetic-algorithm crossover on candidate maps
CPure top-down handcrafted rule rewriting
DVoronoi tessellation of input pixels only
Answer & Solution
Correct answer: A. Constraint propagation on local adjacency rules
Maxim Gumin GitHub WFC: take an example image; the algorithm propagates adjacency constraints until all cells collapse to one tile. Used in Bad North + many indies.
Related questions
Per Inigo Quilez (iquilezles.org) and the demoscene tradition, SIGNED DISTANCE FUNCTIONS (In procedural generation, the SEED for an RNG is essential for which property?In an L-SYSTEM used for procedural plant / city generation, the core operation is which?In procedural cave / dungeon generation, CELLULAR AUTOMATA (e.g. 4-5 rule) typically smootIn a terrain pipeline, EROSION simulation is typically used to do which?In procedural dungeon generation, BSP (Binary Space Partitioning) is used to do which?For 3D terrain / volumes, SIMPLEX noise (Perlin 2001) was introduced primarily to address Per typical procedural-terrain practice, OCTAVES of summed noise (fBM) produce which prope