Labyrinth
Procedural level generation. Houdini to Unreal, WFC-based.
A procedural level kit built in Houdini for Unreal. The grammar is Wave Function Collapse over a hand-authored tile-set; the generator is packaged as an HDA so a designer can re-roll a level by changing seed and bounds.
How it works
- WFC tile-logic in Houdini. Wang-tile sample built inside
WFC.hip. Constraints encoded as edge-codes per tile, solver runs over the grid until each cell collapses to a single valid tile. - Packaged as an HDA. The WFC sample wrapped into a reusable Houdini Digital Asset. Inputs are tile-set and bounds, output is a fully resolved level.
Demos