In this devlog, I talk about my experiences using Wave Function Collapse to generate procedural terrain in Unity. Voxel worlds are great, but I'm really enjoying this algorithm. Stick around for more details on using Wave Function Collapse in later videos. For now check out the resources below. Follow me on Twitter: https://twitter.com/_DV_Gen_ Marching Cubes Wikipedia page: https://en.wikipedia.org/wiki/Marching_cubes Sebastian Lague's Marching Cubes video: https://youtu.be/M3iI2l0ltbE Phantom Brigade: https://braceyourselfgames.com/phantom-brigade/ Phantom Brigade devlog: https://forums.tigsource.com/index.php?topic=54424.0 Townscaper: https://www.townscapergame.com/ Bad North: https://www.badnorth.com/ Maxim Gumin's Wave Function Collapse Github: https://github.com/mxgmn/WaveFunctionCollapse Oskar Stålberg's Wave Function Collapse demo: https://oskarstalberg.com/game/wave/wave.html Shezez's video on perspective in Legend of Zelda: Link Between Worlds https://www.youtube.com/watch?v=mgFME56XoGY Music: Mario Bava Sleeps In a Little Later Than He Expected To - Chris Zabriskie Unicorn Heads - Drifting at 432 Hz