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author | kartofen <mladenovnasko0@gmail.com> | 2022-08-09 23:29:20 +0300 |
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committer | kartofen <mladenovnasko0@gmail.com> | 2022-08-09 23:29:20 +0300 |
commit | 3009bdfe5c9d06dd03d9a36a5919fcb1c834137c (patch) | |
tree | 38df5c3bd1c69c8ee291fbfe73afa84a80898f28 | |
parent | ec57f80b20e2309774b7e3a215640637e1c8e0f7 (diff) |
edit readme
-rw-r--r-- | README.md | 16 |
1 files changed, 16 insertions, 0 deletions
@@ -2,6 +2,7 @@ This an implementation of very primitive tile-based wave function collapse. It uses tiles to generate an image, similar to this: + ![Demo of the program](demo/demo.png) It generates the tiles as ppm, then generates the image, similar to the demo image as ppm. There is a script to turn the ppm files into png using imagemagick. @@ -12,3 +13,18 @@ All files including the tiles are saved in the files directory To build use `./build.sh` To build and run use `./build.sh run` + +### How it works + +There are two programs, the first one generates the tiles and a special little file which includes the information +if a tile should connect to another tile. The tiles are specified as bitmaps, their symmetry type, and on which sides it connects. +And the program generates every tile and all of its rotations as ppm files. + +The other program reads the ppm tiles and the tile-info file (tiles.bin) and it creates the tilemap. +Using the tile-info file it internally creates a table of bit masks to apply to the neighbors of collapsed tiles. +Other than that it functions very similar to a normal a normal simple tiled model + + +#### References + +[wave function collapse readme](https://github.com/mxgmn/WaveFunctionCollapse) |