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This lecture covers the implementation of the Wave Function Collapse algorithm to procedurally generate temple-like structures. Starting with designing a tileset, the algorithm uses adjacency constraints to propagate tile choices. The lecture explains the physics behind simulating liquid spheres, including wave propagation and lighting effects. It also delves into technical aspects like heightmaps, velocity computation, and normal adjustments. The demonstration showcases features like automatic building generation, day-night cycles, and Bezier curves. Additionally, it explores interactions with rocks, audio-based wave generation, and oil effects on water surfaces.
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