Recursive tile map generation algorithm - Custom Models

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A quite simple yet incredibly powerful addition to my recursive tile map generation algorithm is the ability to make custom "room models" and specifying a point which is to be attached to the corridor. The algorithm also rotates the model in the right direction, the shape or size is irrelevant.

Now I say "room models" its because I mostly make room like additions to the map, however the tile map data added by this new piece of code can also be simple Corridor areas you would want to show up from time to time. It's also possible to mix every tile type together if this is what was required.

In this demo there are 4 types of custom models randomly being added:

- Big "Boss" Rooms, in yellow spanning 2 floors
- Big "Closet" Rooms, in green w/ pattern
- Tall "Closet" Rooms, in green which span 3 floors
- Small "Closet" Rooms, in green

As you can see, multiple floor models are also possible and work just as great as the other models.

Currently, making models is a painful process of dealing with arrays manually. In my Unity3D asset "Procedural Dungeon Toolkit", the models will be created using a GUI utility very similar to the one already in place for map editing.
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