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TruePath | 4 years ago
Yes, of course, if you allow arbitrary adjacency rules then tiling is going to be NP complete but the goal here is to generate realistic tilings then it's reasonable to assume that if you have a compact connected region that obeys the tiling rules and any square there is some tile that is allowed to be placed in that square.
I mean this is how the real world works. You don't have holes in reality so if it's possible to have a part of the world that looks like such-and-such there must be a valid description of the stuff next to it.
ijdykeman|4 years ago
This post explores one point in the design space where you trade away exactness for speed. You’re suggesting trading away generality for exactness and speed by restricting the classes of possible inputs and putting in extra work to make the classes you do support very fast to process. A totally valid option.
TruePath|4 years ago