Noise Foundations
The building blocks of procedural generation — five flavors of algorithmic randomness
Value Noise
8
Gradient / Perlin-style
6
4
fBm — Fractal Brownian Motion
0.5
2.0
Ridged Noise
5
4
Domain-Warped Noise
2.0
5
L-Systems
Lindenmayer systems — biological growth rules turned into geometry
4
10
0
Terrain Generation
From heightmaps to biomes — four techniques for building worlds
5
5
Wave Function Collapse
Constraint propagation — generating valid tilings from local adjacency rules
Ready — press Step or Run
Tile Palette
How WFC Works
1. Start: every cell can be any tile (superposition)
2. Collapse: pick lowest-entropy cell, choose a tile randomly
3. Propagate: remove tiles in neighbors that violate adjacency rules
4. Repeat until all cells collapsed or contradiction found
5. On contradiction: backtrack and retry
1. Start: every cell can be any tile (superposition)
2. Collapse: pick lowest-entropy cell, choose a tile randomly
3. Propagate: remove tiles in neighbors that violate adjacency rules
4. Repeat until all cells collapsed or contradiction found
5. On contradiction: backtrack and retry
Dungeon & World Generation
BSP rooms, cellular automata caves, and Voronoi world maps
5
4
Emergent Systems
Complex behavior from simple rules — cellular automata, ants, and slime molds
Patterns
8
Click or drag to draw cells
Artists & Practitioners
The people who shaped procedural generation as an art form and engineering discipline
Glossary
Key terms in procedural generation, from axioms to WFC entropy