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Re:Infinite procedurally-generated city with the Wave Functi... by marian42 on Wednesday November 14, 2018 @09:40AM (#18450105)
If you have two adjacent chunks, collapsing one will impose constraints on the other one. Even if the RNG part is deterministic, as you suggested, the result will be different depending on which chunk you collapse first.
Re:Infinite procedurally-generated city with the Wave Functi... by falsedan on Wednesday November 14, 2018 @03:54PM (#18453838)
I don’t get it. If you have some location between two regions, and you fill it in starting from some regular point (say, centre of the south-west region), you will get the same tiling every time.

If you randomly choose a point to start at (like the player avatar’s current position), then I see that you might get different tilings when regenerating the location.

Re:Infinite procedurally-generated city with the Wave Functi... by ajuc on Wednesday November 14, 2018 @05:26PM (#18454737)
If you divide world into chunks and specify order of collapsing inside each chunk, and use deterministic random number generator seeded with the same thing for given chunk - then the result will be the same each time.