Bitmap and tilemap generation from a single example

(github.com)

35 points | by futurecat 2 days ago

6 comments

  • tyleo 2 hours ago
    This was originally posted here a decade ago. I’m happy to see it’s still alive.

    I’ve been using some generated assets for a game with voxelized art. I intend to take a deeper look at this and see if it can simplify parts of my workflow.

    https://news.ycombinator.com/item?id=12612246

  • nnevatie 1 hour ago
    "Wave function collapse" - such a fancy name for a relatively simple algorithm without any connection to actual wave functions.
  • codeulike 58 minutes ago
    This is fascinating. I see its powered by weights and probabilities - would this be a very simple ancestor of things like Stable Diffusion that we have now, or would this be on a completely different branch (different approach)
    • Sharlin 18 minutes ago
      It’s procedural generation but that’s pretty much where the similarities end. People today might use a big generative NN model to do this, using maybe a thousand times as much energy to get essentially the same result. Gen AI is definitely a big step forward in our relentless drive to make software more inefficient in order to compensate for any efficiency gains that the hardware guys come up with.
  • interpol_p 25 minutes ago
    I always wondered how this compares to the 1999 algorithm Texture Synthesis by Non-parametric Sampling [1]. The results look very similar to my eyes. Implementation here [2] — has anyone tried both?

    [1] https://www2.eecs.berkeley.edu/Research/Projects/CS/vision/p...

    [2] https://github.com/goldbema/TextureSynthesis

  • uncircle 2 hours ago
    • tyleo 2 hours ago
      It’s interesting this article uses the phrase, “you feed it the vibe your going for,” about 5 years before “vibe coding” became a common term.