I hit an interesting problem with my puzzle game Logic Islands - 3 out of 6 rulesets would hang forever trying to generate maps larger than 7x7.
The trick that worked? Using Wave Function Collapse, but choosing what to generate based on each ruleset - islands for some, walls for others. This flexibility made complex constraints (like "no 2x2 blocks") trivial to express as tile connection rules.
My favorite result: the "Minimal" ruleset enforces "all wall regions must be exactly 3 cells" using just 11 tiles and local WFC constraints. No post-processing needed.
Now generates 12x12 maps instantly instead of hanging forever.
Anyone else using WFC for logic puzzles beyond typical texture synthesis?
The trick that worked? Using Wave Function Collapse, but choosing what to generate based on each ruleset - islands for some, walls for others. This flexibility made complex constraints (like "no 2x2 blocks") trivial to express as tile connection rules.
My favorite result: the "Minimal" ruleset enforces "all wall regions must be exactly 3 cells" using just 11 tiles and local WFC constraints. No post-processing needed.
Now generates 12x12 maps instantly instead of hanging forever.
Anyone else using WFC for logic puzzles beyond typical texture synthesis?