3D Autotiling pt. 2: Expanding and Optimizing
In the last post we were able to randomly generate “correct” looking 3D shapes. However, my goal was something that a user or game developer could create levels with. Let’s look at our requirements: The user should have direct control of the generation. BorisTheBrave describes calls this “Driven WFC”. We need a lot of tiles. That would take a lot of time to model for a game developer. This isn’t totally avoidable, but we can optimize our workflow. If the user is going to interact with this, the algorithm for solving the generation needs to be fast. Our naive implementation needs a major upgrade. Driving WFC Initial Constraint Our method of “driving” WFC will be specifying which cells aren’t empty as an initial contraint. ...