Wave Function Collapse is a procedural generation algorithm which produces images by arranging a collection of tiles according to rules about which tiles may be adjacent to each other tile, and relatively how frequently each tile should appear. The algorithm maintains, for each pixel of the output image, a probability distribution of the tiles which may be placed there. It repeatedly chooses a pixel to “collapse” - choosing a tile to use for that pixel based on its distribution. WFC gets its name from quantum physics. The goal of this post is to build an intuition for how and why the WFC algorithm works.
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An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, a brief look at Forward vs Deferred rendering and some information about Material instances and Batching. HLSL | Unity Shader Tutorials, @Cyanilux
In this blog post we will cover some of the basics of the Barnes Hut algorithm. This is completely new to me, it is not an algorithm I’ve used/studied before (and I am by no means an astrophysicist). Nonetheless it has piqued my interest so I have decided to write about it. In this blog I will be talking about 2 dimensions unless otherwise stated, this just makes the resulting code run a little quicker and output easier to visualise. Modifying the 2d code to be 3d (or even higher dimension) requires only minor revisions.