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unity-wave-function-collapse

unity procedural level generation with the Wave Function Collapse algorithms · By selfsame

changelog Sticky Locked

A topic by selfsame created May 23, 2017 Views: 914
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Developer (4 edits)

unity-wave-function-collapse1.5

  • Foundation (ground) now correctly on bottom row
  • Upstream fix in Overlap Model that allows higher N value with bigger training data

unity-wave-function-collapse1.4

This release probably doesn't work with pre 2017 Unity versions

  • Fixed Errors introduced in recent Unity releases
  • Removed Eppy Tuple dependency in favor of System.Tuple
  • Removed some warnings in console

unity-wave-function-collapse1.3

  • Upstream optimizations, the Overlap model is now 20x faster
  • Training's 'record neighbors' now automatically compiles first, preventing an error

unity-wave-function-collapse1.2

  • SimpleTiledWFC componet now uses a text asset for XML files, rather than a file path, this fixes an export issue where XML wasn't being included in the build.

unity-wave-function-collapse1.1

  • base orientation changed to x-y axis (allows raw sprites to be used as tiles)
  • upstream optimizations
  • output components will stop calling Draw if every tile has been solved
  • output models respect scale
  • fix spaces in tile names breaking SimpleTiledModel (https://github.com/selfsame/un...)
  • fix Training not recording neighbors on top/right edges (https://github.com/selfsame/un...)