Building a Procedural Hex Map with Wave Function Collapse

(felixturner.github.io)

137 points | by imadr 2 hours ago

21 comments

  • btbuildem 2 minutes ago
    I really like the part where you can "reroll" sub-areas of each tile. Consider exposing some of the weight knobs (eg, I'd like to tweak it to favour mountainous terrain)!
  • jcalx 49 minutes ago
    Reminds me of Jasper Flick's Unity tutorial on hex terrain [0] which is similarly wonderfully detailed. Interesting contrast: this project uses premade tiles and constraint solving to match tile boundaries, while that one dynamically generates tile boundaries (geometries, blending, etc.) on the fly. Both enjoyable reads!

    [0] https://catlikecoding.com/unity/tutorials/hex-map/

  • porphyra 37 minutes ago
    The post glosses over the "backtracking" and says they just limit it to 500 steps but actually constraint programming is an extremely interesting and complicated field with lots of cool algorithms and tricks. In this case we could solve it with Knuth's Algorithm X [1] with dancing links, which is a special kind of backtracking. Algorithm X should, in theory, be able to solve the border region described in the article's "Layer 2" with a higher success rate as opposed to 86%.

    Furthermore, various heuristics can speed up the backtracking a lot compared to a brute force approach. As anyone who has implemented a Sudoku solver can attest, a brute force backtracking is easy to implement but will immediately get bogged down with slowness.

    [1] https://en.wikipedia.org/wiki/Knuth%27s_Algorithm_X

  • rhdunn 56 minutes ago
    Oskar Stålberg used wave function collapse for various games, including Townscaper. He talks about it here: https://www.youtube.com/watch?v=Uxeo9c-PX-w&pp=ygUhdG93bnNjY... (SGC21- Oskar Stålberg - Beyond Townscapers).
  • ionwake 13 minutes ago
    This is absolutely beautiful, I could even tell I was going to like it from the title. Good job.
  • xipho 1 hour ago
    Inspirational stuff, with lots of great references to the OGs at the bottom, and source available. Now can it be merged with the look/feel of https://heredragonsabound.blogspot.com/. ;)
  • jesse__ 1 hour ago
    Love this.

    As an aside, if the author reads this, did you consider using bitfields for the superposition state (ie, what options are available for a tile)? I did a wfc implementation a while back and moved to bitfields after a while.. the speedup was incredible. It became faster to just recompute a chunk from scratch than backtrack because the inner loop was nearly completely branchless. I think my chunks were 100 tiles cubed or something.

  • schemathings 1 hour ago
    OP is probably familiar but this site has a lot of good examples of hex math with code examples - https://www.redblobgames.com/grids/hexagons/
    • zparky 55 minutes ago
      They link to that site in the post
  • tomtomistaken 1 hour ago
  • contextfree 1 hour ago
    "Stop playing your AI garbage and get to bed!" "Mooooom! It's not AI garbage, it's classical procedurally generated content!"
  • jcul 47 minutes ago
    That "Carcassonne" game sounds really fun. I'd never heard of it before.
  • kevinsync 1 hour ago
    Super awesome, love the tilt-shift camera effect!

    I was also wishing I could zoom in to human size and run around HAHAHA

  • nickandbro 1 hour ago
    This looks amazing man, seriously good job with this.
  • westurner 34 minutes ago
    Model synthesis: https://en.wikipedia.org/wiki/Model_synthesis :

    > Model synthesis (also wave function collapse or 'wfc') is a family of constraint-solving algorithms commonly used in procedural generation, especially in the video game industry.

    > [...] One of the differences between Merrell & Gumin's implementation and 'wave function collapse' lies in the decision of which cell to 'collapse' next. Merrell's implementation uses a scanline approach, whereas Gumin's always selects as next cell the one with the lowest number of possible outcomes

    And then `## Developments` mentions:

    "Hierarchical semantic wave function collapse" (2023) Alaska, Bidarra: .. citations of: https://scholar.google.com/scholar?cites=1671019743611687613...

  • bobek 1 hour ago
    Made me smile. Thank you!
  • ArcaneMoose 1 hour ago
    Beautiful work!
  • behnam_amiri 1 hour ago
    This is cool. Curious if you plan on keep it as a map generator or turn it into something more interactive too.
  • MattDamonSpace 2 hours ago
    Gorgeous
  • verdverm 1 hour ago
    Related (?) has anyone else been following the Hytale Worldgen v2? They've built a visual node editor so anyone can create biomes, structures, or complete worlds. I believe there is a competition going on right now.

    They are essentially making the entire game based on similar concepts and then using them to develop their core content. Simon is an inspiration and has said they won't be taking investor money so they can stay true to the users and creators.

  • gedy 1 hour ago
    Real engineering skills, I love it.
  • moi2388 1 hour ago
    This entire article reads like it was fully written by AI unfortunately
    • imadr 51 minutes ago
      Is it the em dashes? I didn't get the feeling it was AI generated at all
      • zparky 42 minutes ago
        It's current year, of course they used AI to help [0], and it does feel like the article was AI assited.

        "This map isn't flat — it has 5 levels of elevation."

        "The ocean isn't just a blue plane — it has animated caustic sparkles"

        "The fundamental issue:" and "The key constraint:"

        I still enjoyed the article.

        [0] https://github.com/felixturner/hex-map-wfc/commit/1679be