This thesis discusses the application of the Wave Function Collapse algorithm to the Unity game engine toolkit.
The thesis explores different implementations of Wave Function Collapse and proposes a simplified toolset to facilitate easier and faster game prototyping. By utilizing the Unity 2D Tilemap system, the process of defining adjacencies can be accelerated, while still maintaining a visual representation of connections. The proposed toolset assists in defining the area and data to be filled within the selected region. This tool enhances the overall usability of the algorithm, enabling users to iteratively and dynamically generate maps, and customize the algorithm's output according to their preferences.
The main goal of this approach is to provide level creators and game designers with a user-friendly toolset that seamlessly integrates the Wave Function Collapse algorithm. This integration allows them to rapidly prototype and create game worlds without requiring explicit knowledge or direct interaction with the algorithm itself.
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