Comments (3)
I prefer not to write unit tests for probabilistic functions. One can fix seeds, but they will still be completely unverifiable for humans. And if I change the algorithm a bit, even if I don't change it but just optimize the Observe() method to not call RNG so often, I would need completely new unit tests. You can take the other approach in Kollapse of course.
from wavefunctioncollapse.
You wouldn't need a new unit test...you'd just update the expected image to match the new output. Otherwise, there's really no way to make changes with confidence that you didn't break something.
from wavefunctioncollapse.
Or one could just check the hash of the bitmap (-data). Then they need to change only one line if they need to.
from wavefunctioncollapse.
Related Issues (20)
- [not an issue] using this algorithm in a game engine plug-in HOT 1
- potentially erroneous entropy calculation HOT 1
- Java implementation HOT 1
- Neighbor constraints do not always appear to be enforced HOT 6
- Can't run it on Mac OS HOT 4
- Deadlock when collapsing HOT 4
- "Voxel models generated with WFC and other algorithms will be in a separate repo." HOT 2
- Reuse parts of outcome as constraints, and still obtain the same outcome? HOT 5
- Implementation in C HOT 2
- Description of entropy HOT 1
- Return value of Propagate HOT 5
- How to generate an XML data file for simpletiled from an image file? HOT 1
- Unable to get the program to work in Windows 10 HOT 11
- 太棒了!!!
- Please comment the code! HOT 6
- This project is using the name "Wave function collapse" for a process that is not the physics Wave Function Collapse HOT 2
- N values above 3 hang HOT 1
- Suggestion for a different name: Sudoku Collapse HOT 2
- Generate from a pre-defined output image HOT 4
- What is the best way to enforce some tiles (simple tiled model) to not be rotated? HOT 1
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