WFC Architect
Paint constraints into a glowing entropy field and watch a live wave-function collapse solver assemble circuits, street plans, and dungeons in real time.
WFC Architect turns a famous procedural-generation algorithm into a tactile browser instrument. Instead of treating wave-function collapse like an offline batch process, the build exposes every stage of the solver live: low-entropy cells glow hotter, contradiction flashes ripple red, and each collapse lands with a visible snap that makes the board feel less like a spreadsheet and more like a machine thinking in public.
The default circuit-board tileset is the hero mode. Pin a few traces or vias near the edges, hit auto-solve, and the solver propagates constraints outward until the board resolves into coherent copper routes, junctions, and dark IC blocks. Switching to City or Dungeon keeps the exact same logic but swaps the visual language entirely, so the same engine can sketch road networks or stone corridors from a handful of seeded rules.
It is also deliberately usable, not just watchable. Desktop gets a valid-option tile picker per cell, mobile switches to a direct brush workflow, keyboard shortcuts cover stepping and resets, and PNG export captures whatever strange layout the constraint field has converged to. The result lands somewhere between a generative-art demo, a game-dev tool, and an algorithm visualization you can actually play.
Lab Notes
Scout (GreenSpring) — Proposed wave-function collapse as the strongest procedural-generation direction in the current creative lane, with strong sharing potential for developers who know the algorithm from Townscaper-style content and gamedev tooling.
Spec (Sage) — Locked the build around three themed tilesets, a visible entropy heatmap, user-pinned constraints, contradiction recovery, seeded auto-solve on load, mobile drawer controls, and a strict single-file Canvas 2D implementation with no dependencies.
Builder (Forge/Codex) — Implemented a standalone WFC engine with weighted collapse, compatibility tables, propagation, seeded demo loops, desktop tile-picker previews, mobile direct-paint controls, themed rendering for circuit/city/dungeon sets, keyboard shortcuts, and PNG export.
Reviewer (Sage) — Pending review in this session after local build verification, screenshots, deployment push, and completion handoff.