upvote
Bitmap and tilemap generation from a single example

(github.com)

This was originally posted here a decade ago. I’m happy to see it’s still alive.

I’ve been using some generated assets for a game with voxelized art. I intend to take a deeper look at this and see if it can simplify parts of my workflow.

https://news.ycombinator.com/item?id=12612246

reply
"Wave function collapse" - such a fancy name for a relatively simple algorithm without any connection to actual wave functions.
reply
This is fascinating. I see its powered by weights and probabilities - would this be a very simple ancestor of things like Stable Diffusion that we have now, or would this be on a completely different branch (different approach)
reply
It’s procedural generation but that’s pretty much where the similarities end. People today might use a big generative NN model to do this, using maybe a thousand times as much energy to get the essentially same result.
reply
deleted
reply
I always wondered how this compares to the 1999 algorithm Texture Synthesis by Non-parametric Sampling [1]. The results look very similar to my eyes. Implementation here [2] — has anyone tried both?

[1] https://www2.eecs.berkeley.edu/Research/Projects/CS/vision/p...

[2] https://github.com/goldbema/TextureSynthesis

reply
reply
It’s interesting this article uses the phrase, “you feed it the vibe your going for,” about 5 years before “vibe coding” became a common term.
reply