Generating Paths with WFC

08/13/2018
by   Hugo Scurti, et al.
0

Motion plans are often randomly generated for minor game NPCs. Repetitive or regular movements, however, require non-trivial programming effort and/or integration with a pathing system. We here describe an example-based approach to path generation that requires little or no additional programming effort. Our work modifies the Wave Function Collapse (WFC) algorithm, adapting it to produce pathing plans similar to an input sketch. We show how simple sketch modifications control path characteristics, and demonstrate feasibility through a usable Unity implementation.

READ FULL TEXT
research
01/14/2010

A Little More, a Lot Better: Improving Path Quality by a Simple Path Merging Algorithm

Sampling-based motion planners are an effective means for generating col...
research
11/26/2012

A Novel Algorithm for Real-time Procedural Generation of Building Floor Plans

Real-time generation of natural-looking floor plans is vital in games wi...
research
07/19/2020

Optimal tool path planning for 3D printing with spatio-temporal and thermal constraints

In this paper, we address the problem of synthesizing optimal path plans...
research
02/13/2023

SkCoder: A Sketch-based Approach for Automatic Code Generation

Recently, deep learning techniques have shown great success in automatic...
research
03/22/2023

Evaluation of Sketch-Based and Semantic-Based Modalities for Mockup Generation

Design mockups are essential instruments for visualizing and testing des...
research
09/18/2023

Differentiable Boustrophedon Path Plans

This paper introduces a differentiable representation for optimization o...
research
05/28/2022

A Theory of L-shaped Floor-plans

Existing graph theoretic approaches are mainly restricted to floor-plans...

Please sign up or login with your details

Forgot password? Click here to reset