Chapter 2 - Let There Be a World (Procedural Generation) This chapter teaches you procedural world generation using Wave Function Collapse and Bevy.

A layered terrain system where tiles snap together based on simple rules. You'll create landscapes with dirt, grass, water, and decorative props.

By the end, you'll understand how simple constraint rules generate natural-looking game worlds and how tweaking few parameters lead to a lot of variety.

It also gently touches on rust concepts like references, lifetimes, closures, generic and trait bound. (Hoping to go deep in further chapters)

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[–] [S] 3 points 6 months ago