ah davvero, sto imparando italiano!
Try this, think it should fix it https://github.com/selfsame/unity-wave-function-collapse/releases/tag/basdlkjfas...
Yeah i'd like to attempt a 3d version at some point, not sure when i'll have time to though. In the meantime, the original auther has published a 3d version of the tiled model at https://bitbucket.org/mxgmn/basic3dwfc/src/master/
Now that Unity uses a modern version of C# it should be easier to get it running inside a Unity project
This release probably doesn't work with pre 2017 Unity versions
Hmm it should be possible, but i've never tried to set it up.
Here's a comment about setting up constraints: https://github.com/mxgmn/WaveF...
I think the trick is to figure out the index of the desired tile, then in the wave array set that index to true and the rest to false for the desired tile. I also think the "while(Propagate())" has to be done before calling "Run(seed, limit)" to finish the output
from the unity component, you can access the underlying model ( SimpleTiledWFC.model ), which will have the "wave" array and "Propagate" method
Oh, also i think setting up manual constraints would have to happen between these lines:
ok think I know what's missing:
The Tiled model will auto generate symmetry variants. I use the last character of the tile prefab name to encode that, so you need "tri-L".
The default symmetry is "X", which is what it thinks the triangles are right now.
Howdy friends, this thread is for dumping research notes & links you put together during the jam. (as well as general discussion about the sciency aspects of your game) I'll start with some wiki articles about universe scale measures of time and space:
measurments of time and space