WAVE FUNCTION COLLAPSE ALGORITHM
ENGINE:
Unreal Engine 5.6.1
TEAM SIZE:
1
TIME FRAME:
N/A
MY ROLE:
Programmer
PROJECT INFO:
ABOUT:
An work-in-progress implementation of a wave function collapse algorithm built from scratch.
You can View the progress on my GitHub at: https://github.com/Alex-Botez321/WaveFunctionCollapse-Experimentation.

Explanation of algorithm
Blueprint classes are made as children of a custom class storing data needed for generation and are placed in a map.
When played the map collects all of the data from these classes and which neighbours they are allowed to have and exports that as a json file.
The json file is loaded in a separate map by a world subsystem. The data is used to randomly generate tiles based on manually assigned weights. When a tile is placed all of its neighbours are updated to exclude any possible tiles cannon generate and is further propagated until no more changes are made. Then the tile with the lowest entropy is found and the process repeats until the grid is filled.
