Procedurally Generating Voxel Worlds using Wave Function Collapse
Hello everyone,
I recently introduced my voxel playground, a ray-traced voxel engine made with cellular automata in mind. However, so far the voxel map itself is quite barren. So I set out to populate the world in interesting ways. For a previous project, I had used Wave Function Collapse, and I thought it would be fun to try to apply it to full 3D world generation.
I have implemented two distinct versions of the algorithm.
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