Procedural 3D dungeon generation WIP


#1

hi,

i will surely release the code later but for now, here are some pics.

[spoiler]i need to fix a few things but it’s starting to look like something at last.
(sorry for the lack of light, it’s just temporally anyway)

when it goes well :mrgreen:

when it doesn’t ^^;

[/spoiler]

edit :


#2

I would love to see your implementation. How are you handling UV’s on the generated meshes?


#3

hi,
here is, i hope, my last compiling code. that do a while i didn’t touch it and since i wanted to remake it all kinda differently, i’m not sure about it. the collision check wasn’t working as i expected…
http://s000.tinyupload.com/index.php?file_id=00629316184807097795 (click on stuff.zip)

my texture is just a 8x8 grid and my meshes are not generated but pre-made so i handle the uv mapping with blender.

[URL=http://www.hostingpics.net/viewer.php?id=129967lastcapture2017.png]

[/URL]


#4

OH! Now i get it. You’re basically stitching them together in realtime, based on preconfigured “ports”. That’s really smart.


#5

i tryed to follow this tuto.