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The #WaveFunctionCollapse algorithm by @ExUtumno has got really trendy in #ProcGen and game dev communities, but it wasn't the first of its kind!
It was highly based on Paul Merrell's work published almost 10 years earlier.⬇️
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First of all, Gumin's #WFC and Merrell's #ModelSynthesis give very similar results when they use the same tile set.
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But WFC is more often "stuck" and forced to restart, so it takes much longer on large grids. Merrell's approach is more naive but in the end it does not make a visible difference.
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