PROCEDURAL WORLD GENERATION

C++ generation subsystem prototype using DrawDebug boxes and spheres

The system was robust, but pathing was not always ideal and it was a very rigid system giving pretty random and uninteresting results.

The system was robust, but pathing was not always ideal and it was a very rigid system giving pretty random and uninteresting results.

First test implementing corridor debug shapes

First test implementing corridor debug shapes

I used Voxel Plugin to perform a boolean operation on a voxel landscape

I used Voxel Plugin to perform a boolean operation on a voxel landscape

The first next-gen prototype made using Unreal PCG framework. This version implemented the large, central corridor (white box) that connects each floor.

The first next-gen prototype made using Unreal PCG framework. This version implemented the large, central corridor (white box) that connects each floor.

PCG system after implementing tiered generation based on room size + a refactor so paths are drawn from the center-out to the edges.

PCG system after implementing tiered generation based on room size + a refactor so paths are drawn from the center-out to the edges.

"Cluster" smaller rooms towards the larger rooms

"Cluster" smaller rooms towards the larger rooms

After implementing clustering

After implementing clustering

Distance-based room culling (+ a small random cull ratio)

Distance-based room culling (+ a small random cull ratio)

Perspective view of another seed

Perspective view of another seed

I started experimenting with advanced PCGEx nodes for path finding

PROCEDURAL WORLD GENERATION

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).