Procedural Generation: Perlin Noise vs Wave Function Collapse

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Been researching procedural generation techniques for a dungeon crawler and wanted to start a discussion.

Perlin Noise is great for natural landscapes — terrain, caves, organic shapes. Easy to implement and fast.

Wave Function Collapse (WFC) is amazing for structured content — rooms, tilesets, building layouts. More complex but produces incredibly coherent results.

I'm leaning toward WFC for dungeon rooms with Perlin for the connecting cave passages. Anyone tried combining them?

I've actually implemented exactly that combo in my current project! The trick is using WFC for the "structured" areas and Perlin for the organic transitions between them.

The biggest challenge was making the boundaries seamless. I ended up using a blending zone where both algorithms contribute and I lerp between their outputs.

Moonjump
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