Noteworthy for game developers:

- Levels can be generated in arbitrary order (Minecraft-style)
- Compared to regular Wang tiles, one can produce results that less obviously lie on a grid
- One can introduce a more complicated (semi-random) connectivity then the obvious "every tile is connected to every other tile" without writing any code to do so

- Herringbone Tiles (2011), the original unfinished paper written in 2010
- More on Herringbone Wang Tiles (2014), a followup
- 227 connectivity patterns using Wang tiles and herringbone Wang tiles and a page that adds descriptions and also includes the hand-classified duplicates
- the open source library and sample files
*Hopefully*forthcoming: a tutorial on creating a tile set

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