#GameDev #ProcGen #Apparance
Day four in our scene tools building adventure, today is Handles: In-world editing controls for speedy and intuitive level layout, iteration, and tweaking.
📣 Let us know what you'd like to see added to our town building experiment next!
I only have so many hours in a day, I'd love to get back to pushing this pet project forward.
#procedural #unrealengine #screenshotsaturday #gamedev #indiedev #apparance #procgen #leveldesign #technicalgamedesign #techart
Following up on the post from a few days ago. Here's some explanation of what goes on in that logic.
Let's start with a small house. The whole thing started with me trying to split the house into sensibly sized you would find in a house.
The procedure takes a frame (In Apparance a Frame is the equivalent of a 3D volume) and checks the size of a room and decides if a split **SHOULD** happen and if a split **MUST** happen. Additionally, it checks which one is the longest side and only splits there, the reason here is we don't want to end up with a lot of corridors. (I added a screenshot to illustrate that situation).
Once those checks are made, we pick a random location between a Min and a Max Room size.
It does this splitting operation recursively until a room can't split. If a room does not pass that check a wall goes down on the last valid split.
#procgen #procedural #leveldesign #gamedev #virtualworlds #worldbuilding #unrealengine #apparance #technicalart #ScreenshotSaturday