Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud' Published 2022-04-11 Download video MP4 360p Recommendations 1:04:21 End-to-End Procedural Generation in Caves of Qud 1:18:37 Coding Challenge 171: Wave Function Collapse 38:51 How Townscaper Works: A Story Four Games in the Making | AI and Games #65 30:43 Procedurally Generating History in Caves of Qud 1:04:25 Practical Creativity 15:33 Why I use Wave Function Collapse to create levels for my game 27:29 Herbert Wolverson - Procedural Map Generation Techniques 20:18 Why Does Diffusion Work Better than Auto-Regression? 10:35 Why I'm Using Wave Function Collapse for Procedural Terrain | Unity Devlog 31:18 The Story of Shor's Algorithm, Straight From the Source | Peter Shor 20:34 A CHASM of Mediocrity - Procedurally Generated Metroidvanias 26:32 Brian Bucklew - Dungeon Generation via Wave Function Collapse 04:27 I rewrote my dungeon generator! 49:41 Reinventing Minecraft world generation by Henrik Kniberg 59:01 Narrative Sorcery: Coherent Storytelling in an Open World 25:43 Math for Game Programmers: Building a Better Jump 12:59 How to train simple AIs 56:03 2D Animation for Games: A Primer 50:14 Procedural Level Design in Eldritch Similar videos 10:51 A new way to generate worlds (stitched WFC) 00:46 how to wave function collapse (part 1) 05:27 Creating Little Castles with Wave Function Collapse 04:53 This is coolest algorithm I've ever used: Wave Function Collapse 00:57 how to wave function collapse (part 2) 25:21 Procedural Generation with Wave Function Collapse and Model Synthesis | Unity Devlog 00:29 Caves of Qud Truekin Strategy 00:37 Wave Function Collapse - Example Video 12:18 Procedural map using "Wave Function Collapse" algorithm || Pros & Cons. Devlog #7. 23:50 Markov Chain based Wave Function Collapse 00:40 Wave function collapse Algorithm with 8 Tiles on Commodore 64 More results