#Procedural generation system bug
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I am trying to create a procedural dungeon generation system
Problem: Some connected tiles close off when they shouldn't
Code
Example of the problem:
My theory is that it calls branchout multiple times on the same space and it has something to do with the processedTiles and tilesToProcess tables.
Red means the waypoint/connecting part was closed off
even though as you can see in the image the tiles are connected
what?
Just check if it could connect and if then dont make a wall there
Else create a wall there
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You were typing
Say it(write it)
but how?
Use raycast or check if there are any rooms nearby
That’s how I would do it
(Note: I may be wrong)
Y raycast to see if there is gap between waypoints?
a lot of rooms generate nearby though, but not all of them are connected
Seems fair
some of them are facing the other way so the waypoint needs to be closed off
my system generates vertically too
alr
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