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References on procedural generation and texture synthesis #2
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I'll begin with the following three-post blog series (written in Rust!)
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The amazing WaveFunctionCollapse! it contains a huge list of papers. forks and spin-offs, of which I'll list the following academic works:
And the following software:
Anyway, here's a gif: And an Youtube video: https://youtu.be/DOQTr2Xmlz0 |
The amazing SynTex, also written by the WFC author. About it, WFC's README says
It has a list of references:
A gif And an Youtube video, Texture synthesis from examples with P. F. Harrison's algorithm |
The amazing ConvChain, also written by the WFC author. About it, WFC's README says
A gif: |
There's a lot of things about maze generation algorithms on the web, such as this interactive demo. The author of this demo actually wrote a book on this stuff, Mazes for Programmers. He also has put some content on his blog, here linked in chronological order (though I probably missed some articles): See also this Gamasutra article, Algorithms for making more interesting mazes This post talks how important is sparseness:
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Interesting subreddits and websites: |
TerrainVer: Worms-style cartoon terrain in JavaScript (discussion on HN). Cool! It was from this that I got to know about WFC |
Coastline generation: Animation on /r/simulated, with comment:
See specially Generating Irregular Grids to begin with it. It has references An image: Generating fantasy maps, the work cited above. It contains interactive demos. See also this Github issue. It cites https://en.wikipedia.org/wiki/Lloyd%27s_algorithm for relaxing Voronoi diagrams. Related: Generating naming languages for placename generation. (This was a spin-off of NaNoGenMo, a contest to write novels using software. Cool!) |
Cellular Automata in IBEX, uses the RogueBasin's Cellular Automata Method for Generating Random Cave-Like Levels linked above. Some cool map: |
Red Blob Game's Polygonal Map Generation for Games Image: And Game maps and Skyrim with ideas about interesting maps. |
On WFC, it seems the wfc crate is better maintained than collapse: |
This dude makes cool generative art, and publishes his source code: https://twitter.com/inconvergent https://inconvergent.net/generative/ https://inconvergent.net/generative/fractures/ <- this is specially interesting for maps. It's inspired by an algorithm for leaf venation, http://algorithmicbotany.org/papers/venation.sig2005.pdf |
https://www.reddit.com/r/rust/comments/9adsg8/programmatically_generated_artwork/ this is pretty cool! https://github.com/isaacg1/peaks Also this: generative art library in Rust https://github.com/wgreenberg/darude
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https://github.com/Robzz/TexSyn This looks interesting |
https://github.com/image-rs/imageproc has a lot of cool stuff, like building blocks for an opencv-like library (haar features, integral image) and more importantly, morphological operators. It uses https://github.com/image-rs/image as its representation. So I will begin with it as my map representation. |
Also on image processing, https://github.com/polyfloyd/edge-detection-rs both edge-detection and imageproc uses pretty up to date image (0.22) |
Here I'll leave some references with material relevant to this project; mostly papers and blog posts.
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