The article discusses the process of creating an infinite city using the Wave Function Collapse algorithm in a way that is fast, deterministic, parallelizable, and reliable. The approach removes limitations from the original implementation and provides artistic control over the result. The algorithm involves collapse steps and constraint propagation steps to generate the city. The chunk-based WFC approach is detailed, which involves generating tiling maps offline and replacing chunks at runtime to create an infinite world generator. The article also explains how to generate a world in the shape of an arbitrary heightmap. It mentions the use of Perlin noise and a clamping process to achieve the desired elevation function. The project includes different biomes and procedurally generated trees and plants using the Space Colonization algorithm.
https://marian42.de/article/infinite-wfc/