diff --git a/README.md b/README.md index 784fcba..1474777 100644 --- a/README.md +++ b/README.md @@ -220,6 +220,7 @@ that the resulting observed zone is navigable at each step. * Oskar Stålberg [made](https://twitter.com/OskSta/status/1447483550257799171) an island generator that combines triangle and quad tiles and uses a custom observation heuristic that doesn't produce local minimums. * [Boris the Brave](https://github.com/boristhebrave) [applied](https://www.boristhebrave.com/2021/11/08/infinite-modifying-in-blocks/) [Paul Merrell's](https://github.com/merrell42) modifying in blocks technique to the lazy generation of unbounded tile configurations. Marian Kleineberg has [implemented](https://marian42.de/article/infinite-wfc) this method into his [infinite city generator](https://github.com/marian42/wavefunctioncollapse). * Vladimir Pleskonjić created a [single-header WFC library in C](https://github.com/vplesko/libwfc), accompanied by a CLI tool and a basic GUI tool. +* Pedro Carmo created a [Python tool](https://github.com/carmop/2D-sidescrolling-platformer-level-wfc) that uses WFC to generate 2D side scrolling platformer levels. ## Credits Circles tileset is taken from [Mario Klingemann](https://twitter.com/quasimondo/status/778196128957403136). FloorPlan tileset is taken from [Lingdong Huang](https://github.com/LingDong-/ndwfc). Summer tiles were drawn by Hermann Hillmann. Cat overlapping sample is taken from the Nyan Cat video, Water + Forest + Mountains samples are taken from Ultima IV, 3Bricks sample is taken from Dungeon Crawl Stone Soup, Qud sample was made by Brian Bucklew, MagicOffice + Spirals samples - by rid5x, ColoredCity + Link + Link 2 + Mazelike + RedDot + SmileCity samples - by Arvi Teikari, Wall sample - by Arcaniax, NotKnot + Sand + Wrinkles samples - by Krystian Samp, Circle sample - by Noah Buddy. The rest of the examples and tilesets were made by me. Idea of generating integrated circuits was suggested to me by [Moonasaur](https://twitter.com/Moonasaur/status/759890746350731264) and their style was taken from Zachtronics' [Ruckingenur II](http://www.zachtronics.com/ruckingenur-ii/). Voxel models were rendered in [MagicaVoxel](http://ephtracy.github.io/).