3D Dungeon Generator vs WaveFunctionCollapse
3D Dungeon Generator
levelriftlabs.comWaveFunctionCollapse
github.comSide by side
| Figure | 3D Dungeon Generator | WaveFunctionCollapse |
|---|---|---|
| Price from | Free | — |
| Free plan | Yes | — |
| Free trial | — | — |
| Open source | — | — |
| Web | Yes | Yes |
| Windows | — | Yes |
| macOS | — | Yes |
| Linux | — | Yes |
| Plans published | 1 | 0 |
| Spec score · Game Map Generators | 7.8 (#9) | 7.1 (#24) |
| Purpose | Generates random, solvable room-and-corridor 3D dungeons directly in the browser. | WaveFunctionCollapse generates bitmaps that are locally similar to an input bitmap. |
Plans
In their own words
3D Dungeon Generator
3D Dungeon Generator makes procedural, solvable room-and-corridor dungeons in a browser. It places rooms without overlap and connects them with carved corridors; users can adjust room count, room size, and corridor width. A seed and its settings can reproduce the same layout, including a route from entrance to exit, with optional extra corridor links. The real-time preview supports orbiting, a top view, fit controls, and first-person walking from the entrance. Themes include Stone, Backrooms, Dungeon, Concrete, Sci-Fi, and Hedge, and users can supply wall, floor, and ceiling textures. GLB export includes the dungeon geometry and current materials, with options for a ceiling and solution path. Custom texture support in exported GLB depends on browser image decoding. The tool is free at free, browser-based, and requires no signup or subscription. Dungeon sizes range from 16×16 presets to custom dimensions up to 60×60. LevelRift Labs lists uses such as game level prototyping, game jams, dungeon concepts, and Blender or other GLB-compatible workflows. The product page says original texture files are not uploaded by the app.
WaveFunctionCollapse
WaveFunctionCollapse is a free tool for generating bitmaps from local patterns in an input image. It limits output to NxN pixel patterns found in that input, with optional rotations and reflections to expand the pattern data. During generation, it selects an unresolved region with the lowest Shannon entropy, assigns a state, and propagates the resulting constraints. The simple tiled model instead starts from tiles and adjacency data, and a symmetry system can shorten adjacency lists for symmetrical tilesets. Constraints let the method be combined with other generative algorithms or manual creation. The README describes it as suited to game level generation and pixel art, but less suited to large full-color textures. Models can work in higher dimensions, including voxel examples. The project links to an interactive browser version and lists adaptations for Unity, Unreal Engine 5, Godot 4, and Houdini. It supports Linux, macOS, web, and Windows; listed export formats are PNG and TXT. Generation can stop at a contradiction without producing output, and the project describes determining whether a valid bitmap exists as NP-hard. The software is MIT-licensed; the image samples and tiles are not included in that license.