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mxgmn/WaveFunctionCollapse

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Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics

63 mentions on Hacker News by 55 people: 12 stories, 51 comments · first 2016-09-30 · latest 2026-08-04

Mentions per year 63 mentions · busiest year 2018 (13)
20082026
  1. No I just meant WFC as an algorithm for solving problems. https://github.com/mxgmn/WaveFunctionCollapse It's one of the coolest things I've ever seen. I guess I've been pronouncing it wrong though. It's wave function collapse, not…
  2. …(e.g. forward checking). [0] https://www.cs.cornell.edu/courses/cs4700/2011fa/lectures/05... [1] https://github.com/mxgmn/WaveFunctionCollapse
  3. This is not Wave Function Collapse. This is a constraint solver. The goal of the original algorithm ( https://github.com/mxgmn/WaveFunctionCollapse ) is to infer the constraints from a sample, and then run a constraint solver. Hard-coding…
  4. …I wonder how well it could be combined with Wave Function Collapse (or the Nested variant) [1] https://github.com/mxgmn/WaveFunctionCollapse [2] https://nyh-dolphin.github.io/en/research/n_wfc/
    comment by jasonjmcghee · 2025-12-03 · in GSWT: Gaussian Splatting Wang Tiles
  5. Did they reinvent "wave function collapse" ( https://github.com/mxgmn/WaveFunctionCollapse )?
    comment by theknarf · 2025-10-27 · in WorldGrow: Generating Infinite 3D World
  6. …[1] https://www.boristhebrave.com/2021/10/26/model-synthesis-and... [2] https://github.com/mxgmn/WaveFunctionCollapse [3] https://github.com/mxgmn/WaveFunctionCollapse?tab=readme-ov-... [4] https://zzyzek.github.io/PunchOutModelSy
  7. …repository (and the simplicity of implementation for arbitrary bitmaps), not so much the name. https://github.com/mxgmn/WaveFunctionCollapse As for global repetition, the original repo did have this to say, that selecting tiles is…
  8. …sudoku solvers. https://escholarship.org/content/qt3rm1w0mn/qt3rm1w0mn_noSpl... Maxim Gumin's work: https://github.com/mxgmn/WaveFunctionCollapse Paul Merrell's work: https://paulmerrell.org/model-synthesis/…
  9. …part comes from the original algorithm which inferred the constraints from a sample image : https://github.com/mxgmn/WaveFunctionCollapse Still a misnomer in my opinion, but I noticed that this part of the algorithm was missing from all…
  10. …also a demo of tile rule inference idea here: https://zzyzek.github.io/TileRuleHighlighter/ [0] https://github.com/mxgmn/WaveFunctionCollapse [1] https://github.com/merrell42/model-synthesis
  11. …algorithm[1] be used for this, ie. generating tiles that are similar to a certain base pattern? [1] https://github.com/mxgmn/WaveFunctionCollapse
  12. Related: https://github.com/mxgmn/WaveFunctionCollapse
  13. Thank you! And yes, I agree. I was looking at uh https://github.com/mxgmn/WaveFunctionCollapse and wondering if that were applicable here :) Have a good day!
    comment by SeanAnderson · 2023-09-23 · in It's okay to make something nobody wants
  14. …sudoku solvers. https://escholarship.org/content/qt3rm1w0mn/qt3rm1w0mn_noSpl... Maxim Gumin's work: https://github.com/mxgmn/WaveFunctionCollapse Paul Merrell's work: https://paulmerrell.org/model-synthesis/…
  15. …to the observed distribution from an example image. [0] https://arxiv.org/pdf/1905.05077.pdf [1] https://github.com/mxgmn/WaveFunctionCollapse
    comment by abetusk · 2023-08-22 · in Kullback–Leibler divergence
  16. …to generalize quite well. Here’s a little demo: https://oskarstalberg.com/game/wave/wave.html [1] https://github.com/mxgmn/WaveFunctionCollapse
  17. …sudoku solvers. https://escholarship.org/content/qt3rm1w0mn/qt3rm1w0mn_noSpl... Maxim Gumin's work: https://github.com/mxgmn/WaveFunctionCollapse Paul Merrell's work: https://paulmerrell.org/model-synthesis/…
    comment by DonHopkins · 2023-01-28 · in Making Sandspiel
  18. …sudoku solvers. https://escholarship.org/content/qt3rm1w0mn/qt3rm1w0mn_noSpl... Maxim Gumin's work: https://github.com/mxgmn/WaveFunctionCollapse Paul Merrell's work: https://paulmerrell.org/model-synthesis/…
  19. …generation before, so I was excited to explore how it fared in this context. The GitHub page ( https://github.com/mxgmn/WaveFunctionCollapse ) explains it well--in short, the algorithm starts with a blank canvas as an output, called a…
  20. Also, a relevant project Wave Function Collapse[0] [0]: https://github.com/mxgmn/WaveFunctionCollapse
    comment by max_ · 2022-07-18 · in Practical Real-Time Hex Tiling
  21. There's https://github.com/mxgmn/WaveFunctionCollapse which works pretty well. (See eg https://www.youtube.com/watch?v=mgWftkTq1XU ).
  22. …of the algorithm running through examples. [2] Past stories about Wave Function Collapse [3] [1] https://github.com/mxgmn/WaveFunctionCollapse Youtube videos of WFC https://www.youtube.com/results?search_query=wave+function+c... [2]…
  23. So, about the name, the first time I've heard about WFC was when this post was released https://github.com/mxgmn/WaveFunctionCollapse I did not included it on my readme because I did not used or even looked at their code, but that's the…
    comment by atum47 · 2022-05-17 · in Show HN: Simple Wave Function Collapse
  24. You should message the creator and let him know your thoughts https://github.com/mxgmn/WaveFunctionCollapse
    comment by platz · 2022-05-17 · in Show HN: Simple Wave Function Collapse
  25. …This is referring to a Procedural Generation algorithm named the Wave Function Collapse algorithm: https://github.com/mxgmn/WaveFunctionCollapse
    comment by dljsjr · 2022-05-17 · in Show HN: Simple Wave Function Collapse
  26. This looks like Wave Function Collapse https://github.com/mxgmn/WaveFunctionCollapse It's cool, but I agree with some other commenters that it's not a very good way to generate an entire world, but it is a cool way to generate part of a…
    comment by everyone · 2022-01-10 · in Procedural Worlds from Simple Tiles
  27. The original implementation[0] has a comprehensive description in the README file. [0] https://github.com/mxgmn/WaveFunctionCollapse
  28. …ABCDE, and the network would learn to predict C from A,B,D,E. Similar idea without neural networks: https://github.com/mxgmn/WaveFunctionCollapse I'm surprised no one applied this idea to Minecraft yet. There's even a 3D version:…
  29. …for it as I always hated it being called "wave function collapse" when that is a physics thing. [0] https://github.com/mxgmn/WaveFunctionCollapse
    comment by t8y · 2021-12-02 · in Townscaper Running in the Browser
  30. …Function Collapse[1] utility or similar that could take these wallpaper fragments as seeds? [1] https://github.com/mxgmn/WaveFunctionCollapse
  31. …quite nicely when parametrized with artistic care - this is a "simpler" example of the concept. https://github.com/mxgmn/WaveFunctionCollapse 2. Fairly good understanding how to synthesize terrain. Terragen is a good example of this…
    comment by fsloth · 2021-06-25 · in Nvidia Canvas
  32. …algorithm [0]. It "generates bitmaps that are locally similar to the input bitmap." Very cool! [0]: https://github.com/mxgmn/WaveFunctionCollapse
  33. …I recall correctly) to select fitting tiles when the player clicks on the map to build something. https://github.com/mxgmn/WaveFunctionCollapse In the section about notable forks, ports and spin-offs there are some links to Oskar…
  34. Reminds me of the Wave Function Collapse algorithm, although doesn't look to be that. https://github.com/mxgmn/WaveFunctionCollapse What algorithm is this using? Got a GitHub link?
    comment by winrid · 2020-06-21 · in Show HN: Random Roads
  35. Check this out https://github.com/mxgmn/WaveFunctionCollapse
  36. I'd start with https://github.com/mxgmn/WaveFunctionCollapse
  37. …neural techniques. Results tend to have fewer artefacts, better long range order ;) Original repo: https://github.com/mxgmn/WaveFunctionCollapse
  38. i wonder if you can just chop up 50 fingerprints an feed them to https://github.com/mxgmn/WaveFunctionCollapse
  39. …on wave-function collapse, what does it do when it hits an impossible/contradictory state? (See https://github.com/mxgmn/WaveFunctionCollapse where it mentions "It may happen that during propagation all the coefficients for a certain pixel…
  40. …Unity) https://github.com/marian42/wavefunctioncollapse Original Wave Function Collapse Algorithm https://github.com/mxgmn/WaveFunctionCollapse
  41. …https://github.com/marian42/wavefunctioncollapse * Original Wave Function Collapse Algorithm: https://github.com/mxgmn/WaveFunctionCollapse
  42. Amazing work! I've been excited about this technique since I first saw the original demos of it ( https://github.com/mxgmn/WaveFunctionCollapse ) - but can someone explain (at a very high level) how Wave Function Collapse works? I've read…
  43. …earlier[2]. Hence why this is the only implementation I've seen with non-local constraints[3] [1]: https://github.com/mxgmn/WaveFunctionCollapse [2]: https://www.boristhebrave.com/2018/04/28/random-paths-via-ch... [3]:…
  44. Oh also here is the original creator of the algorithm that this implementation is based on: https://github.com/mxgmn/WaveFunctionCollapse Even more examples up there.
  45. Another generator project I like: https://github.com/mxgmn/WaveFunctionCollapse
    comment by gnode · 2018-09-07 · in Medieval Fantasy City Generator
  46. …the building generator can be seeded by the terrain relief. But it's not trivial for sure. See also https://github.com/mxgmn/WaveFunctionCollapse#higher-dimensi... because it's relevant and looks awesome :)
  47. did not see this mentioned: https://github.com/mxgmn/WaveFunctionCollapse
  48. …in either case, if you hack on it I suspect you'll eventually wind up doing something ad-hoc..) https://github.com/mxgmn/WaveFunctionCollapse
  49. …them. I’ve recently set myself the goal of implementing the ”Wave Function Collapse Algorithm” ( https://github.com/mxgmn/WaveFunctionCollapse/blob/master/RE... ) in P5.js as a kind of catalyst to get me going.
  50. …is best juxtaposed with articles about image synthesis: * Wave Function Collapse image generator https://github.com/mxgmn/WaveFunctionCollapse * Image Synthesis from Yahoo's open_nsfw: https://open_nsfw.gitlab.io * Generative Adversarial…
    comment by dietrichepp · 2016-10-21 · in The McMansion Scale, Explained