Skip to content
HomeVideos
AllLongsCategoriesPlaylists
BooksBlogsPodcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    Superpositions, Sudoku, the Wave Function Collapse algorithm.

    Martin Donald

    3 HN recommenders · recommended in 4 months, 2021–2022

    YouTube

    14:28 · 764K views · Jul 31, 2020

    Martin Donald explains the Wave Function Collapse algorithm using Sudoku-like constraint solving and shows how he implemented it with Blender and Godot. It links demos and reference articles.

    Commenters recommend it as the clearest way to understand WFC, especially in threads about Townscaper and tiled content generation.

    Mathematics & Theoretical CSAlgorithms & data structuresComputer graphics & renderingGame programming & engines
    1. 37:41
      EPC2018 | Wave Function Collapse in Bad North | Oskar StalbergBUas Games176K views • 8 years ago
    2. 12:20
      I Solved Klotski2swap2.1M views • 1 year ago
    3. 30:55
      [JSConfUS 2013] Steven Wittens: Making WebGL DanceJSConf56K views • 13 years ago
    4. 5:58
      MarI/O - Machine Learning for Video GamesSethBling12M views • 11 years ago
    5. 9:43
      A Sudoku Solver in APLDyalog47K views • 14 years ago
    6. 51:06
      NVScene 2015 Session: How to Create Content with Signed Distance Functions (Johann Korndörfer)NVScene35K views • 11 years ago
    7. 27:29
      Herbert Wolverson - Procedural Map Generation TechniquesRoguelike Celebration153K views • 6 years ago
    8. 17:54
      Coding Adventure: Ant and Slime SimulationsSebastian Lague2.2M views • 5 years ago
    9. 42:00
      I painted a Landscape with MathematicsInigo Quilez812K views • 4 years ago
    10. 14:34
      Visualization of Quantum Physics (Quantum Mechanics)udiprod2.8M views • 9 years ago
    11. 2:12
      3D Gaussian Splatting - Why Graphics Will Never Be The SameIndividualKex2M views • 3 years ago
    12. 21:46
      Surface-Stable Fractal Dithering Explainedrunevision647K views • 1 year ago
    13. 1:13:50
      The Continuity of SplinesFreya Holmér1.9M views • 3 years ago
    14. 5:50
      15 Sorting Algorithms in 6 MinutesTimo Bingmann29M views • 13 years ago
    15. 10:14
      Making a heart with MathsInigo Quilez112K views • 9 years ago
    16. 24:46
      Painting a Character with MathsInigo Quilez458K views • 5 years ago
    17. 20:08
      Fast Inverse Square Root — A Quake III AlgorithmNemean6M views • 5 years ago
    18. 1:07:26
      Procedurally Crafting Manhattan for Marvel's Spider-ManGDC Festival of Gaming89K views • 7 years ago
    19. 53:22
      Ruby Conf 12 - Y Not- Adventures in Functional Programming by Jim WeirichConfreaks66K views • 13 years ago
    20. 27:42
      Mark DiMarco: User Interface Algorithms [JSConf2014]JSConf52K views • 12 years ago

    4 comments from Hacker News

    1. @V__Jun 2022· in “How Townscaper Works: A Story Four Games in the Making”

      I didn't know about wave collapse functions before stumbling about Townscaper. Still, I found them hard to understand until I found this video by Martin Donald: this video Now, I'm just looking for a use-case to implement them myself sometime.

      Strongly recommendsView on HN
    2. @t8yDec 2021· in “Townscaper Running in the Browser”

      This uses the "wave function collapse" algorithm. Oskar Stalberg also made a great demo of how it works[0], but it might not make sense just from that. Martin Donald made a really nice youtube video on how it works[1]. The name "wave function collapse" can be off putting but it's pretty straightforward, and an algorithm that can come in handy for many uses both in game development and just general software development. I'm actually procrastinating on HN from working on a GPU parallelised version that can generate millions of positions every frame. In Townscaper you can actually see that the algorithm runs quite slow and lags behind the players input, there's just a bunch of animation to hide it. I'm hoping to eventually get a version that can run in log2(mapsize) time. [0] [LINK] [1] this video

      RecommendsView on HN
    3. @orlsMay 2022· in “Show HN: Simple Wave Function Collapse”

      Not OP, but I happened to see a good video on this recently: this video In short, it’s an algorithm for procedural generation of tiled content, like 2d/3d game maps.

      RecommendsView on HN
    4. @ItsMonkkJan 2022· in “Aaron Swartz: How to Save the World, Part 1”

      I was inspired by Nicky Case[0], but independently recently reached the same conclusion as you have here. In March of 2020 when the pandemic was first hitting the US, before there was an official lock-down, and before any company wide announcement, and without any communication, my entire team had come in on a Friday, and my entire team had stayed home on the Monday. In essence, there was enough information that occurred over the weekend for the wave function to collapse[1]. That's what we're after - if you can illuminate the future in such a way that any other option is no longer an option. I've got no game-dev experience, so the journey will be long, but I think we're on the right track. [0]: [LINK] [1]: this video

      CitesView on HN