TL;DR
This paper adapts the Wave Function Collapse algorithm to generate pathing plans in games, enabling easy, example-based path creation with minimal programming, demonstrated through a Unity implementation.
Contribution
It introduces a novel adaptation of WFC for path generation, simplifying the creation of game NPC paths based on input sketches.
Findings
Effective path control via simple sketch modifications
Feasibility demonstrated with a Unity implementation
Path generation requires minimal programming effort
Abstract
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.
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