#Procedurally generated ARPG
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Yeah I am trying to reduce the jagged paths right now in my generator using the A** algorithm, I recommend calculating the diagonals for the A* algorithm (i.e. coordinates (1,1), (-1,-1)) then simply spawning/marking a diagonal floor/wall mesh when the diagonal neighbor is chosen.
You can also just write an algorithm that checks if floors are diagonal to each other and do it that way which is what I did, but it isn't as fast as the other method.
Procedurally generated ARPG