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Math for Game Developers: Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
While games have been procedurally generating tile-based dungeons for decades, new techniques are allowing developers to produce ever more interesting and immersive spaces. In this session, the speakers will walk through the novel, multi-pass approach used to generate ruins in 'Caves of Qud' based on the procedurally-generated cultures that once occupied them. Each pass applies increasingly fine levels of detail. The early passes formulate the coarse architectural structure. Middle passes fill in details by using Wave Function Collapse, a brand-new generative technique. Final passes provide level connectivity and intelligent dungeon population. In totality, the approach blends several techniques to map a set of cultural attributes to varied, playable game spaces optimized for emergent gameplay.
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