I can’t release the original source used for this (which was written in C++), but I have a very similar implementation in C# from a different project that I’ve posted in full here: https://gist.github.com/redxdev/0ce846f5c7e1edc36e7c5148109d53af The links in this post have been updated to point to the new C# implementation. Note that each image in this post is […]
Today I implemented the concept of “variants” in the level generator.
Today’s video is a bit more on level generation.
Haunt – Unreal Editor Just a preview of what the level generator can do at this stage, with navmesh viewing turned on. Red outlines show where the generator tried to place a module but failed due to the module colliding with existing modules.