C++ generation subsystem prototype using DrawDebug boxes and spheres
I started experimenting with advanced PCGEx nodes for path finding
I am developing a procedural world generation subsystem in Unreal Engine (5.5-release). The system runs behind the initial loading screen for the game, so real-time performance is not as much of a concern. It first generates a "floor" (2D Grid of random points), then fills it with rooms generated sequentially from large -> small size ranges. After each generation step, the rooms are pathed (splines used to generate tunnels in this case). Then the next floor is generated and connected to the first via a large central corridor (the game is zero-g, so this will be a massive passageway to the surface).