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Level Generation with Wave Function Collapse in Unity

Overview

When it comes to developing video games, the task of manually crafting countless unique levels is quite overwhelming. Fortunately, there are algorithms, capable of creating procedurally generated levels, which can be used to automate this process. One of these algorithms is called Wave Function Collapse (WFC).
The aim of my thesis is to take a closer look at what makes WFC effective, what its limitations are, and how it can be extended. I implemented a variety of different modifications and extensions of the WFC algorithm and tested them with different test scenarios and requirements.
The goal is to investigate the potential of WFC, specifically for procedural level generation from a tileset, to make the process easier and faster.

This page only presents a summarized overview of my work, but the entire thesis can be read here.

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Technical Aspects

  • unity
  • procedurally building 2D levels from premade tileset
  • variation: generate tileset out of example image
  • --- different sampling adjustments to achive different tile output
  • variation: frequency notes to finetune tile output
  • --- frequency of entire tiles
  • --- frequency of connections describing how likely a tile is put next to a specific other
  • comparision of calculation times etc. for various tile set and algorithm variations


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