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Superpositions, Sudoku, the Wave Function Collapse algorithm.

Superpositions, Sudoku, the Wave Function Collapse algorithm. on HackerTube: recommended by 3 Hacker News commenters across 3 separate months, 2021–2022.

Martin Donald

explainer · intro · evergreen

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Martin Donald explains the Wave Function Collapse algorithm using Sudoku-like constraint solving and shows how he implemented it with Blender and Godot. It links demos and reference articles.

Why Hacker News recommends it

Commenters recommend it as the clearest way to understand WFC, especially in threads about Townscaper and tiled content generation.

people recommended it
3
separate months
3
strong recommendations
1
discussed on HN
2021–2022
“I found them hard to understand until I found this video by Martin Donald”
— V__, Jun 2022, in “How Townscaper Works: A Story Four Games in the Making”

What HN commenters said

4 Hacker News comments link this video. Each one links back to its thread.

V__Jun 2022Strongly recommends

I didn't know about wave collapse functions before stumbling about Townscaper. Still, I found them hard to understand until I found this video by Martin Donald: ▶ this video Now, I'm just looking for a use-case to implement them myself sometime.

in “How Townscaper Works: A Story Four Games in the Making” · View on HN

orlsMay 2022Recommends

Not OP, but I happened to see a good video on this recently: ▶ this video In short, it’s an algorithm for procedural generation of tiled content, like 2d/3d game maps.

in “Show HN: Simple Wave Function Collapse” · View on HN

t8yDec 2021Recommends

This uses the "wave function collapse" algorithm. Oskar Stalberg also made a great demo of how it works[0], but it might not make sense just from that. Martin Donald made a really nice youtube video on how it works[1]. The name "wave function collapse" can be off putting but it's pretty straightforward, and an algorithm that can come in handy for many uses both in game development and just general software development. I'm actually procrastinating on HN from working on a GPU parallelised version that can generate millions of positions every frame. In Townscaper you can actually see that the algorithm runs quite slow and lags behind the players input, there's just a bunch of animation to hide it. I'm hoping to eventually get a version that can run in log2(mapsize) time. [0] [link] [1] ▶ this video

in “Townscaper Running in the Browser” · View on HN

ItsMonkkJan 2022Cites it

I was inspired by Nicky Case[0], but independently recently reached the same conclusion as you have here. In March of 2020 when the pandemic was first hitting the US, before there was an official lock-down, and before any company wide announcement, and without any communication, my entire team had come in on a Friday, and my entire team had stayed home on the Monday. In essence, there was enough information that occurred over the weekend for the wave function to collapse[1]. That's what we're after - if you can illuminate the future in such a way that any other option is no longer an option. I've got no game-dev experience, so the journey will be long, but I think we're on the right track. [0]: [link] [1]: ▶ this video

in “Aaron Swartz: How to Save the World, Part 1” · View on HN

Topics & tags

Algorithms & data structuresComputer graphics & renderingGame programming & engineswave function collapseconstraint solvinggodotblendertiling