
EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg
About this video
Oskar Stalberg explains how Wave Function Collapse assembles island dioramas from handcrafted tilesets in Bad North. He covers the theory, implementation, tooling, and how he blends art and technology.
Why it appears in the archive
The go-to talk whenever Wave Function Collapse, Townscaper or tile-based procedural generation comes up.
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From the Hacker News discussion
The creator Oskar Stålberg has a great overview talk of Wave Function Collapse and how he applied it to his previous game Bad North - it’s absolutely worth a watch! [VIDEO]
Read original comment ↗Please note that this is an old demo that has since grown into a full-blown game: [LINK] (Says Windows-only, but has a working Beta for Mac) Here's a talk by Oskar on how generating such worlds work: [VIDEO]
Read original comment ↗And here's another, slightly more technical talk from him about the "wave function collapse" algorithm he uses for procedural generation in his games: [VIDEO]
Read original comment ↗Oskar Stålberg has famously used WFC in Bad North and Townscaper. Here's a nice presentation from him explaining it: [VIDEO]
Read original comment ↗Oskar Stålberg has some great talks on YouTube about how the systems in Bad North and Townscaper work. [VIDEO] [LINK] [LINK] [LINK]
Read original comment ↗Not sure what of this was actually used in townscaper, but someone in another discussion of the game (can't remember where unfortunately) referred to these two sources: - Oskar Stålberg's 2018 Talk "Wave Function Collapse in Bad North" ( [VIDEO] ) - Müller et al, 2006 - "Procedural Modeling of Buildings" ( [LINK] )
Read original comment ↗Its creator has a bunch of details on their Twitter ( [LINK] , although digging through long Twitter history is of course a pain) and given some talks: [VIDEO] [LINK]
Read original comment ↗I played around a lot with this library: [LINK] Fun stuff, but I struggled to get a lot of value out of using it for level gen. You get cool patterns, but levels need structure and intent to be interesting. Adding constraints to the algorithm becomes a big-oh nightmare and you end up with frequently unsolvable paths as the algorithm recurses. The game Bad North used it to good effect, so depending on the game it may be a very useful tool in the toolbelt. [VIDEO]
Read original comment ↗